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| Game title |
Version |
Latest Report |
Message |
| Pro Evolution Soccer 2011 |
v1.11.3 |
2025-09-27 |
sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006 |
| Pro Evolution Soccer 2011 |
v1.11.3 |
2025-09-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2 |
| Pro Evolution Soccer 2011 |
v1.18.1-1466-g3880f83e81 |
2025-09-14 |
Unknown GetPointerWrite 00000000 PC 08828c78 LR 08828c88 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebca20 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebd000 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebcd20 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf3f4 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf468 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf3e4 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 026fea00 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf450 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf358 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf454 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf44c in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebce90 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 026de780 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebb280 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf3f8 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ec00e0 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 0263e8e0 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf444 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebc790 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebb4b0 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebc9b0 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf448 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02eb82d0 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebd170 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf43c in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebb3a0 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf3fc in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
MIPSCompileOp: Invalid instruction 00000029 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf410 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 026d65e0 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
MIPSCompileOp: Invalid instruction 0000003b |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf3e0 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02eb7fa0 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf3b4 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
MIPSCompileOp: Invalid instruction 0000ffff |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf3e8 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
MIPSCompileOp: Invalid instruction 00003728 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 0268bb60 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 02ebad90 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Jump to invalid address: 026b7e00 |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf458 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-06-19 |
Branch in Jump delay slot at 08baf440 in block starting at 08baf1cc |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-03-02 |
Unknown GetPointer 00000000 PC 088e8e54 LR 088e8e64 |
| Pro Evolution Soccer 2011 |
v1.7.4 |
2025-01-17 |
Error in shader program link: info: Link Error: Fragment shader was not successfully compiled.
fs: postshader (failed)
// 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/m |
| Pro Evolution Soccer 2011 |
v1.7.4 |
2025-01-17 |
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
#de |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-01-16 |
Unknown GetPointer 00000020 PC 08815f04 LR 08815f0c |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2025-01-16 |
Unknown GetPointerWrite 00000000 PC 08828c80 LR 08828c88 |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-10-17 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-10-17 |
80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-10-17 |
80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-10-17 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-10-17 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-10-17 |
80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-10-17 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-10-17 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-10-17 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1-1072-g62656b6e6f |
2024-10-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-09-17 |
80630007=sceAtracSetData(2, 08bd6708, 0000b300): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-09-17 |
80630007=sceAtracSetData(2, 08bd6708, 00002f00): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-09-17 |
80630007=sceAtracSetData(2, 08bd6708, 0000e800): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-09-17 |
80630007=sceAtracSetData(2, 08bd6708, 0000b400): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-09-17 |
80630007=sceAtracSetData(2, 08bd6708, 00007300): atracID uses different codec type than data |
| Pro Evolution Soccer 2011 |
v1.10-6-g8ac4efd3c |
2024-09-16 |
Unknown GetPointer 00000000 PC 08828c78 LR 08828c88 |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-08-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-08-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-08-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2 |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-08-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1 |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-06-27 |
Video out requested, not supported: mode=0 size=0,0 |
| Pro Evolution Soccer 2011 |
v1.18.1-1466-g3880f83e81 |
2025-09-11 |
Can't draw: No current render step. Step count: 0 |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-08-27 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| Pro Evolution Soccer 2011 |
v1.16.6 |
2023-11-25 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Pro Evolution Soccer 2011 |
v1.16.5 |
2023-10-08 |
Unknown GetPointerWrite 00000000 PC 08816080 LR 08816094 |
| Pro Evolution Soccer 2011 |
v1.15.4 |
2023-08-08 |
sceMp3Init: invalid data: not layer 3 |
| Pro Evolution Soccer 2011 |
v1.14.4 |
2023-05-05 |
sceDmacMemcpy(dest=04154000, src=0925d8b0, size=557056): overlapping read |
| Pro Evolution Soccer 2011 |
v1.14.4 |
2023-04-16 |
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 2011 |
v1.18.1 |
2025-07-28 |
sceNetAdhocMatchingInit(32768) at 08a8ff2c |
| Pro Evolution Soccer 2011 |
v1.18.1 |
2024-12-19 |
sceDmacMemcpy(dest=040cc000, src=092e58c0, size=557056): overlapping read |
| Pro Evolution Soccer 2011 |
v1.16.5 |
2023-10-08 |
sceDmacMemcpy(dest=040cc000, src=0959b8c0, size=557056): overlapping read |
| Pro Evolution Soccer 2011 |
v1.17.1 |
2024-09-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
An uneaten prefix at end of block: 0893bd34 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0xef9e4c70 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0x55c20a00 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
sceGeBreak(mode=0, unknown=08a6ac20): unknown ptr (valid) |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unimplemented HLE function Kprintf |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'SysMemForKernel': 0x7b749390 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'SysMemForKernel': 0xeb7a74db |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0x57cf62dd |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0x383f7bcc |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0x623ae665 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0xed1410e0 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0xc07bb470 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0x402fcf22 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2023-01-06 |
Unknown syscall in known module 'ThreadManForKernel': 0x812346e4 |
| Pro Evolution Soccer 2011 |
v1.11.3 |
2022-11-16 |
sceDmacMemcpy(dest=04154000, src=095138b0, size=557056): overlapping read |
| Pro Evolution Soccer 2011 |
v1.10-6-g8ac4efd3c |
2022-10-30 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |