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Game title |
Version |
Latest Report |
Message |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-06-02 |
Replacement rowPitch=256, but w=2560 (level=0) |
Pro Evolution Soccer 6 |
v1.15.4 |
2023-05-27 |
__KernelStopThread: thread 1104 does not exist (ApctlThread deleted) |
Pro Evolution Soccer 6 |
v1.15.3 |
2023-05-21 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Pro Evolution Soccer 6 |
v1.15.3 |
2023-05-21 |
__KernelStopThread: thread 343 does not exist (helper deleted) |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-05-17 |
Replacement rowPitch=512, but w=1024 (level=0) |
Pro Evolution Soccer 6 |
v1.15.3 |
2023-05-13 |
Unknown GetPointer 7bdef80e PC 088197e4 LR 088197f8 |
Pro Evolution Soccer 6 |
v1.14 |
2023-05-02 |
UI scissor out of bounds in GameSettingsScreen: 272,0-1278,720 / 1477,720 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-05-02 |
Unknown GetPointer 00000000 PC 0883f710 LR 0883f810 |
Pro Evolution Soccer 6 |
v1.14 |
2023-05-01 |
UI scissor out of bounds in GameSettingsScreen: 369,0-1177,720 / 1477,720 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
An uneaten prefix at end of block: 080bfc50 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
Jump to invalid address: 03dc0000 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
MIPSCompileOp: Invalid instruction eeee9000 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
MIPSCompileOp: Invalid instruction 00000bfc |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
MIPSCompileOp: Invalid instruction efefefef |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
MIPSCompileOp: Invalid instruction 4fd20000 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
MIPSCompileOp: Invalid instruction f307fc00 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
MIPSCompileOp: Invalid instruction 000000df |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
Jump to invalid address: 0ffffffc |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
An uneaten prefix at end of block: 080cca08 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
Branch in branch delay slot at 080cca08 with different target |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
Branch in RSRTComp delay slot at 080cca04 in block starting at 080c0020 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
Jump to invalid address: 04800000 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-25 |
MIPSCompileOp: Invalid instruction 000017ff |
Pro Evolution Soccer 6 |
v1.9.3-80-g73bf6098e |
2023-04-20 |
__KernelStopThread: thread 3300 does not exist |
Pro Evolution Soccer 6 |
v1.9.3-80-g73bf6098e |
2023-04-20 |
__KernelStopThread: thread 3366 does not exist |
Pro Evolution Soccer 6 |
v1.9.3-80-g73bf6098e |
2023-04-20 |
__KernelStopThread: thread 3398 does not exist |
Pro Evolution Soccer 6 |
v1.9.3-80-g73bf6098e |
2023-04-20 |
__KernelStopThread: thread 616 does not exist |
Pro Evolution Soccer 6 |
v1.9.3-80-g73bf6098e |
2023-04-20 |
__KernelStopThread: thread 722 does not exist |
Pro Evolution Soccer 6 |
v1.14 |
2023-04-15 |
UI scissor out of bounds in MainScreen: 0,0-1075,721 / 1440,720 |
Pro Evolution Soccer 6 |
v1.8.0 |
2023-04-13 |
Error in shader compilation: info: 0:1: L0009: Missing main() function for shader
postshader
|
Pro Evolution Soccer 6 |
v1.13.2 |
2023-04-12 |
Unexpected mpeg first timestamp: afb77a3a9eb / 12075160283627 |
Pro Evolution Soccer 6 |
v1.13.2 |
2023-04-12 |
Unknown GetPointer 050bc160 PC 08824254 LR 08824274 |
Pro Evolution Soccer 6 |
v1.14.2 |
2023-04-08 |
UI scissor out of bounds in GamePauseScreen: 0,26-420,1254 / 1280,720 |
Pro Evolution Soccer 6 |
v1.14.2 |
2023-04-08 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1254 / 1280,720 |
Pro Evolution Soccer 6 |
v1.14.2 |
2023-04-08 |
UI scissor out of bounds in GamePauseScreen: 1528,15-712,390 / 1280,720 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-04-02 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if ( |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-31 |
Replacement rowPitch=1024, but w=5120 (level=0) |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-31 |
Unknown GetPointer 298585b4 PC 0881f918 LR 0881f928 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-30 |
Replacement rowPitch=2048, but w=4096 (level=0) |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-29 |
Unknown GetPointer 1f0abfa2 PC 088197e4 LR 088197f8 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-27 |
__KernelStopThread: thread 337 does not exist (helper deleted) |
Pro Evolution Soccer 6 |
v1.12.3 |
2023-03-27 |
sceKernelCreateThread(name=PGE System): unsupported attributes 00000006 |
Pro Evolution Soccer 6 |
v1.12.3 |
2023-03-27 |
sceKernelCreateThread(name=PGE Math): unsupported attributes 00000006 |
Pro Evolution Soccer 6 |
v1.12.3 |
2023-03-27 |
FBO using existing buffer as depthbuffer, 04154000/04000000 and 04000000/04110000 |
Pro Evolution Soccer 6 |
v1.12.3 |
2023-03-27 |
Video out requested, not supported: mode=0 size=512,512 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-05-15 |
Replacement rowPitch=256, but w=2048 (level=0) |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-24 |
Replacement rowPitch=512, but w=2800 (level=0) |
Pro Evolution Soccer 6 |
v1.13.2 |
2023-03-17 |
00000000=sceDisplaySetHoldMode(00000001): unsupported |
Pro Evolution Soccer 6 |
v1.13.2 |
2023-03-17 |
Could not setup streams, unexpected stream count: 65535 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-31 |
Replacement rowPitch=128, but w=2000 (level=0) |
Pro Evolution Soccer 6 |
v1.6.3 |
2023-03-13 |
Error in shader program link: info: Link Error: Fragment shader was not successfully compiled.
fs: postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.3 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#define SLcolor 1.8 //Default: 2.8 /brightens screen to compensate for dark lines
#define SLpower 0.4 //Default: 0.4 /less/more = dar |
Pro Evolution Soccer 6 |
v1.6.3 |
2023-03-13 |
Error in shader compilation: info: Compile failed.
ERROR: 0:456: 'mix' : no matching overloaded function found
ERROR: 0:456: 'assign' : cannot convert from 'float' to '3-component vector of float'
2 compilation errors. No code generated.
postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.3 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#d |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-13 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-12 |
sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-11 |
Replacement rowPitch=512, but w=8000 (level=0) |
Pro Evolution Soccer 6 |
v1.13.2 |
2023-03-05 |
Branch in Jump delay slot at 08d4e818 in block starting at 08d48748 |
Pro Evolution Soccer 6 |
v1.10.2 |
2023-03-04 |
80630007=sceAtracSetData(1, 08d29808, 00010000): atracID uses different codec type than data |
Pro Evolution Soccer 6 |
v1.10.2 |
2023-03-04 |
80630007=sceAtracSetData(0, 08d19800, 00010000): atracID uses different codec type than data |
Pro Evolution Soccer 6 |
v1.13.1 |
2023-03-03 |
Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-03-01 |
Replacement rowPitch=1024, but w=2048 (level=0) |
Pro Evolution Soccer 6 |
v1.9.3-80-g73bf6098e |
2023-02-24 |
__KernelStopThread: thread 344 does not exist |
Pro Evolution Soccer 6 |
v1.9.3-80-g73bf6098e |
2023-02-24 |
__KernelStopThread: thread 1092 does not exist |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-02-24 |
Replacement rowPitch=128, but w=512 (level=0) |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-02-15 |
Replacement rowPitch=1024, but w=5760 (level=0) |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-02-16 |
Replacement rowPitch=256, but w=2880 (level=0) |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-02-13 |
sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-02-13 |
sceKernelCreateThread(name=god_menu): unsupported attributes 00000006 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-01-26 |
Replacement rowPitch=512, but w=1920 (level=0) |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-05-24 |
Replacement rowPitch=256, but w=512 (level=0) |
Pro Evolution Soccer 6 |
v1.13.2 |
2023-01-14 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2 |
Pro Evolution Soccer 6 |
v1.14.2 |
2023-01-13 |
UI scissor out of bounds in GameSettingsScreen: 340,0-1166,720 / 1421,720 |
Pro Evolution Soccer 6 |
v1.14.2 |
2023-01-13 |
UI scissor out of bounds in GameSettingsScreen: 274,0-942,544 / 1148,544 |
Pro Evolution Soccer 6 |
v1.14.4 |
2023-01-12 |
__KernelStopThread: thread 280 does not exist (ApctlThread deleted) |
Pro Evolution Soccer 6 |
v1.14 |
2023-01-11 |
UI scissor out of bounds in MainScreen: 1198,5-504,301 / 967,544 |
Pro Evolution Soccer 6 |
v1.14 |
2023-01-11 |
UI scissor out of bounds in MainScreen: 0,34-1182,272 / 967,544 |
Pro Evolution Soccer 6 |
v1.14 |
2023-01-11 |
UI scissor out of bounds in MainScreen: 0,0-1182,306 / 967,544 |
Pro Evolution Soccer 6 |
v1.14 |
2023-01-11 |
UI scissor out of bounds in MainScreen: 0,0-1182,34 / 967,544 |
Pro Evolution Soccer 6 |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in GameSettingsScreen: 199,0-1058,544 / 1208,544 |
Pro Evolution Soccer 6 |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in GameSettingsScreen: 299,0-1587,816 / 1813,816 |
Pro Evolution Soccer 6 |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in GameSettingsScreen: 252,0-1339,720 / 1529,720 |
Pro Evolution Soccer 6 |
v1.14.1 |
2023-01-06 |
UI scissor out of bounds in SavedataScreen: 1347,409-0,60 / 1208,544 |
Pro Evolution Soccer 6 |
v1.14.1 |
2023-01-06 |
UI scissor out of bounds in SavedataScreen: 1347,341-0,66 / 1208,544 |
Pro Evolution Soccer 6 |
v1.14.1 |
2023-01-06 |
UI scissor out of bounds in SavedataScreen: 1347,272-0,66 / 1208,544 |
Pro Evolution Soccer 6 |
v1.14.1 |
2023-01-06 |
UI scissor out of bounds in SavedataScreen: 1347,203-0,66 / 1208,544 |
Pro Evolution Soccer 6 |
v1.14.1 |
2023-01-06 |
UI scissor out of bounds in SavedataScreen: 1347,134-0,66 / 1208,544 |
Pro Evolution Soccer 6 |
v1.14.1 |
2023-01-06 |
UI scissor out of bounds in SavedataScreen: 1347,66-0,66 / 1208,544 |
Pro Evolution Soccer 6 |
v1.14.1 |
2023-01-06 |
UI scissor out of bounds in GamePauseScreen: 930,17-265,527 / 1145,544 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1811,516-0,92 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1811,412-0,99 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1811,308-0,99 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1811,204-0,99 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1811,100-0,99 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1761,516-0,92 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1761,412-0,99 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1761,308-0,99 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1761,204-0,99 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1761,100-0,99 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1629,516-0,92 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1629,412-0,99 / 1612,720 |
Pro Evolution Soccer 6 |
v1.14.3 |
2023-01-05 |
UI scissor out of bounds in SavedataScreen: 1629,308-0,99 / 1612,720 |