Recent logs - FIFA 10

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Game title Version Latest Report Message
FIFA 10 v1.9.4 2020-03-24 Unknown GetPointer 00000000 PC 08000000 LR 08000000
FIFA 10 v1.6.3-432-gfd6c3145d 2019-09-25 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
FIFA 10 v1.8.0 2019-08-17 Unknown GetPointer 00000000 PC 08e2c28c LR 08000030
FIFA 10 v1.9.4 2020-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eda764, 4, 00000000, 0)
FIFA 10 v1.5.4 2019-03-27 Unimplemented HLE function sceNetResolverTerm
FIFA 10 v1.9.4 2020-09-10 Render to texture with incompatible formats 3 != 1 at 04000000
FIFA 10 v1.9.4 2020-06-14 GL ran out of GPU memory; switching to low memory mode
FIFA 10 v1.6.1 2019-02-24 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if 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 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //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 1 //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 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //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 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //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 2.8 //Default: 2.8 /brightens scree
FIFA 10 v1.7.5 2019-02-04 Render to texture with different strides 128 != 256
FIFA 10 v1.7.5 2019-02-01 Savedata version requested on save: 3
FIFA 10 v1.7.5 2019-02-01 80630006=sceAtracSetDataAndGetID(097cc740, 00020000): invalid RIFF header
FIFA 10 v1.7.5 2019-02-01 Savedata version requested: 3
FIFA 10 v1.7.5 2019-02-01 UNIMPL sceUtilityLoadUsbModule(1)
FIFA 10 v1.7.5 2020-05-09 Render to texture with incompatible formats 3 != 1 at 00000000
FIFA 10 v1.9.4 2020-09-10 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 102400