Recent logs - Pro Evolution Soccer 6

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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