Recent logs - PES 2013

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Game title Version Latest Report Message
PES 2013 v1.10.3 2023-06-09 Video out requested, not supported: mode=0 size=512,272
PES 2013 v1.10.3 2023-06-09 Unknown syscall in known module 'sceNpService': 0x78802d5f
PES 2013 v1.10.3 2023-06-09 Unknown syscall in known module 'sceNpService': 0x268c009d
PES 2013 v1.10.3 2023-06-09 Unknown syscall in known module 'sceNpService': 0x1da3e950
PES 2013 v1.10.3 2023-06-09 Unknown syscall in known module 'sceNpService': 0x168b8de5
PES 2013 v1.10.3 2023-06-09 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
PES 2013 v1.10.3 2023-06-09 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
PES 2013 v1.10.3 2023-06-09 Unknown syscall in known module 'sceNpAuth': 0x72bb0467
PES 2013 v1.10.3 2023-06-09 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
PES 2013 v1.10.3 2023-06-09 Unknown syscall in known module 'sceNp': 0xbb069a87
PES 2013 v1.14.4 2023-06-09 00000400=sceGeEdramSetAddrTranslation(00000400)
PES 2013 v1.11.3 2023-06-08 Unknown GetPointer 00000000 PC 088a535c LR 088a536c
PES 2013 v1.11.3 2023-06-08 Corrupt shader cache: Both IS_THROUGH and USE_HW_TRANSFORM set.
PES 2013 v1.11.3 2023-06-08 Error in shader program link: info: L0007 Fragment shader uses a varying v_fogdepth that has not been declared in the vertex shader. fs: 00000000:00200002 Tex Fog TFuncMod #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G52 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 320 es // Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
PES 2013 v1.11.3 2023-06-08 Error in shader program link: info: L0007 Fragment shader uses a varying v_fogdepth that has not been declared in the vertex shader. fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G52 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 320 es // Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
PES 2013 v1.11.3 2023-06-08 Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0. The qualifier does not match. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G52 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; flat in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 00000000:0000093c HWX C T Fog Tex Cull #version 320 es // Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
PES 2013 v1.11.3 2023-06-08 Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0. The qualifier does not match. fs: 00004000:00000002 Tex Flat TFuncMod #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G52 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; flat in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:0000093c HWX C T Fog Tex Cull #version 320 es // Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
PES 2013 v1.11.3 2023-06-08 Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0. The qualifier does not match. fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G52 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat #version 320 es // Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
PES 2013 v1.11.3 2023-06-08 Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0. The qualifier does not match. fs: 00000000:0001d002 Tex TFuncMod AlphaTest0 > #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G52 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat #version 320 es // Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
PES 2013 v1.11.3 2023-06-08 Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0. The qualifier does not match. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G52 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; flat in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 320 es // Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
PES 2013 v1.11.3 2023-06-08 Error in shader compilation: info: 0:64: L0002: Undeclared variable 'u_proj' 0:124: L0002: Undeclared variable 'outPos' 0:125: L0002: Undeclared variable 'u_cullRangeMin' 0:130: L0002: Undeclared variable 'outPos' ffffffff:ffffffff THR HWX C T N LM Fog RevN Tex UVUnk Bones:8 Light: 0: c:3 t:3 1: c:3 t:3 2: c:3 t:3 3: c:3 t:3 MatUp:7 WScale 3 Flat Bezier Spline TessC TessT TessN TessRevN Cull #version 320 es // Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; 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 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 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 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 vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; flat out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(-normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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; } diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight);
PES 2013 v1.11.3 2023-06-08 Error in shader program link: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. L0007 Fragment shader uses a varying v_fogdepth that has not been declared in the vertex shader. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-G52 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000000a THR C #version 320 es // Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
PES 2013 v1.15.4 2023-06-05 Unknown GetPointer 2985afd4 PC 0881c2e0 LR 0881c2f0
PES 2013 v1.11 2023-06-05 Error in shader compilation: info: 0:1: L0001: Unknown character '�'(184) 0:1: L0001: Typename expected, found '%' thin3d �%�r�� uRSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; varying vec4 oColor0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; }
PES 2013 v1.15.4 2023-06-05 Unknown GetPointer 29863364 PC 0881c430 LR 0881c440
PES 2013 v1.15.4 2023-06-05 Unknown GetPointer 298632a4 PC 0881c430 LR 0881c440
PES 2013 v1.15.4 2023-06-05 Unknown GetPointerWrite 00000000 PC 08816150 LR 08816164
PES 2013 v1.11.3 2023-06-04 80420014=__sceSasCore(08bb3d40, ca73b000): invalid address
PES 2013 v1.11.3 2023-06-04 80420014=__sceSasCore(08bb3d40, ca73ac00): invalid address
PES 2013 v1.15.4 2023-06-03 sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid)
PES 2013 v1.15 2023-05-25 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
PES 2013 v1.15.3 2023-05-21 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
PES 2013 v1.14.1 2023-05-18 UI scissor out of bounds in GamePauseScreen: 984,26-400,694 / 1332,720
PES 2013 v1.15.3 2023-05-15 sceKernelLoadModule: unsupported options size=00000014, flags=089e4028, pos=0, access=1, data=2, text=2
PES 2013 v1.15.3 2023-05-15 sceKernelLoadModule: unsupported options size=00000014, flags=089e4028, pos=0, access=1, data=1, text=1
PES 2013 v1.15.4 2023-06-09 Unknown GetPointer 00000008 PC 08a0a3ac LR 08a01bb4
PES 2013 v1.14.4 2023-05-01 Unexpected mpeg first timestamp: 4ee8c99b93b / 5422607612219
PES 2013 v1.14.4 2023-04-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=2, text=2
PES 2013 v1.14.4 2023-04-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=1, text=1
PES 2013 v1.12.3 2023-04-27 MIPSCompileOp: Invalid instruction 0000073f
PES 2013 v1.12.3 2023-04-27 MIPSCompileOp: Invalid instruction 0000001e
PES 2013 v1.12.3 2023-04-27 MIPSCompileOp: Invalid instruction 000000e9
PES 2013 v1.12.3 2023-04-27 MIPSCompileOp: Invalid instruction 000000bc
PES 2013 v1.12.3 2023-04-27 MIPSCompileOp: Invalid instruction 000001b9
PES 2013 v1.12.3 2023-04-27 MIPSCompileOp: Invalid instruction 000004df
PES 2013 v1.12.3 2023-04-27 MIPSCompileOp: Invalid instruction 0000007b
PES 2013 v1.14.4 2023-04-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
PES 2013 v1.14.4 2023-04-11 Unknown GetPointerWrite 00000002 PC 08a02db8 LR 08a01bb4
PES 2013 v1.14.4 2023-04-07 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0000
PES 2013 v1.14.4 2023-04-04 ReadFromHardware: Invalid address 00000000 near PC 0886f3e4 LR 0886f3ac
PES 2013 v1.14.4 2023-04-04 WriteToHardware: Invalid address 00000004 near PC 0886f3d0 LR 0886f3ac
PES 2013 v1.14.4 2023-04-04 ReadFromHardware: Invalid address 00000004 near PC 0886f3c4 LR 0886f3ac
PES 2013 v1.11.3 2023-04-03 MIPSCompileOp: Invalid instruction 00001c01
PES 2013 v1.11.3 2023-04-03 MIPSCompileOp: Invalid instruction 70632e44
PES 2013 v1.11.3 2023-04-03 MIPSCompileOp: Invalid instruction 4e554f53
PES 2013 v1.14.4 2023-04-03 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
PES 2013 v1.14.4 2023-04-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0880defc, pos=0, access=1, data=2, text=2
PES 2013 v1.14.4 2023-03-21 Unknown GetPointerWrite 3ef8b840 PC 0884c3d8 LR 08820e90
PES 2013 v1.14.4 2023-03-14 Replacement rowPitch=512, but w=1024 (level=0)
PES 2013 v1.11.3 2023-03-14 Jump to invalid address: 073f92c0
PES 2013 v1.11.3 2023-03-14 Branch in Jump delay slot at 09d01e38 in block starting at 09d01e30
PES 2013 v1.11.3 2023-03-14 Jump to invalid address: 074a5f40
PES 2013 v1.11.3 2023-03-14 Branch in Jump delay slot at 09d01e34 in block starting at 09d01e30
PES 2013 v1.11.3 2023-03-14 Jump to invalid address: 075b0b40
PES 2013 v1.11.3 2023-03-14 Branch in Jump delay slot at 09d01e30 in block starting at 09d01e30
PES 2013 v1.11.3 2023-03-14 Jump to invalid address: 0752ab00
PES 2013 v1.14.2 2023-03-12 UI scissor out of bounds in GameSettingsScreen: 279,0-1311,721 / 1600,720
PES 2013 v1.14.4 2023-03-09 Replacement rowPitch=512, but w=1800 (level=0)
PES 2013 v1.14.4 2023-03-09 Replacement rowPitch=1024, but w=2000 (level=0)
PES 2013 v1.14.4 2023-03-04 sceKernelLoadModule: unsupported options size=00000014, flags=0891d6a0, pos=0, access=1, data=0, text=1
PES 2013 v1.14.4 2023-03-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
PES 2013 v1.14.4 2023-03-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
PES 2013 v1.14.4 2023-03-03 Unknown GetPointer 00000000 PC 08efa0c0 LR 08efa0d0
PES 2013 v1.14.4 2023-03-03 80630007=sceAtracSetData(2, 08bd5600, 0000fe00): atracID uses different codec type than data
PES 2013 v1.14.4 2023-03-03 80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data
PES 2013 v1.14.4 2023-03-03 80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data
PES 2013 v1.14.4 2023-03-03 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
PES 2013 v1.14.4 2023-03-04 Replacement rowPitch=512, but w=2048 (level=0)
PES 2013 v1.14.4 2023-02-26 __KernelStopThread: thread 324 does not exist (helper deleted)
PES 2013 v1.14.4 2023-02-26 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
PES 2013 v1.14.4 2023-02-26 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
PES 2013 v1.14.4 2023-03-02 Unknown GetPointer 00000020 PC 08815f90 LR 08815fdc
PES 2013 v1.13.1 2023-02-22 ReadFromHardware: Invalid address 00000040 near PC 08811444 LR 08824a5c
PES 2013 v1.14.2 2023-02-19 WriteToHardware: Invalid address 00000048 near PC 08000000 LR 08000000
PES 2013 v1.14.4 2023-02-17 Jump to invalid address: 070a3260
PES 2013 v1.14.4 2023-02-14 Jump to invalid address: 0bb9e570
PES 2013 v1.14.4 2023-02-14 Jump to invalid address: 0709e160
PES 2013 v1.13.1 2023-02-20 ReadFromHardware: Invalid address 00000040 near PC 089f5138 LR 08824a5c
PES 2013 v1.13.1 2023-02-20 Unknown GetPointerWrite 00000000 PC 08808460 LR 08808468
PES 2013 v1.13.1 2023-02-08 ReadFromHardware: Invalid address 0f61f67c near PC 089f5a64 LR 089f5a24
PES 2013 v1.14.2 2023-02-08 UI scissor out of bounds in GameSettingsScreen: 294,0-1295,721 / 1600,720
PES 2013 v1.13.1 2023-02-22 ReadFromHardware: Invalid address 00000078 near PC 08868c0c LR 08868c18
PES 2013 v1.13.1 2023-02-06 ReadFromHardware: Invalid address 0000001c near PC 08e97cb0 LR 08e97cc0
PES 2013 v1.13.1 2023-02-08 WriteToHardware: Invalid address 00000004 near PC 089f5808 LR 089f5808
PES 2013 v1.13.1 2023-02-06 ReadFromHardware: Invalid address 00000020 near PC 089f5a64 LR 089f5a24
PES 2013 v1.13.1 2023-02-01 MIPSCompileOp: Invalid instruction 70c2fb18
PES 2013 v1.13.1 2023-02-01 Jump to invalid address: 02fae944
PES 2013 v1.13.1 2023-02-01 MIPSCompileOp: Invalid instruction 70c2f6cc
PES 2013 v1.13.1 2023-02-01 MIPSCompileOp: Invalid instruction 70c2f248
PES 2013 v1.13.1 2023-02-01 MIPSCompileOp: Invalid instruction 70bf2950