Recent logs - PES 2013

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Game title Version Latest Report Message
PES 2013 v1.19.1 2025-06-13 sceKernelCreateThread(name=ScePafJob): unsupported attributes 00000008, ignoring
PES 2013 v1.19.1 2025-06-13 sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008, ignoring
PES 2013 v1.7.2 2025-06-12 Error in shader compilation: info: 0:456: S0001: No matching overload for function 'mix' found 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 = darker/b
PES 2013 v1.7.2 2025-06-12 Error in shader program link: info: Link failed because of invalid fragment shader. 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/more = darker
PES 2013 v1.11.3 2025-05-28 Jump to invalid address: 07601b80
PES 2013 v1.11.3 2025-05-28 Jump to invalid address: 07456600
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 42cd8300
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 4200ff10
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 02148094
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 0418c032
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 42007f10
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 42cd9400
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 6210213c
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 43182100
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 42000426
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 0028210e
PES 2013 v1.13.1 2025-05-28 Branch in RSRTComp delay slot at 08ee20b0 in block starting at 08ee204c
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 0090210e
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction b00008af
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction b1000caf
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction b20010af
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction b30014af
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction b40018af
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 4300ff00
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 41ad8200
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 43000524
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 43000324
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 0000000e
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction b000108f
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction b100148f
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction b200188f
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 6300108c
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 72f5873c
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 00000014
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 43f5950e
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 44f5948f
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 43f5933c
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 44f5928f
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 02000254
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 42002800
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 02000154
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 02000454
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 6200c532
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 42003400
PES 2013 v1.13.1 2025-05-28 MIPSCompileOp: Invalid instruction 62001a24
PES 2013 v1.17.1-334-g1786a4ddb 2025-05-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08add9b4, 4, 00000000, 0)
PES 2013 v1.18.1 2025-05-09 ReadFromHardware: Invalid address 00000008 near PC 0887cd40 LR 0887c7f0
PES 2013 v1.10-6-g8ac4efd3c 2025-05-01 ReadFromHardware: Invalid address deadbef7 near PC 0912ee1c LR 09187870
PES 2013 v1.10-6-g8ac4efd3c 2025-05-01 WriteToHardware: Invalid address 00000000 near PC 08000000 LR 08000000
PES 2013 v1.18.1 2025-04-20 Unexpected mpeg first timestamp: 8dddc97db72 / 9748981734258
PES 2013 v1.14.2 2025-04-06 UI scissor out of bounds in GameSettingsScreen: 333,0-1174,720 / 1424,720
PES 2013 v1.18.1 2025-04-05 WriteToHardware: Invalid address deadc0c3 near PC 088107a4 LR 08a12060
PES 2013 v1.18.1 2025-04-05 MIPSCompileOp: Invalid instruction f3f6abd6
PES 2013 v1.18.1 2025-04-05 MIPSCompileOp: Invalid instruction 04cd7e00
PES 2013 v1.18.1 2025-04-05 MIPSCompileOp: Invalid instruction 4f200d8b
PES 2013 v1.18.1 2025-04-05 MIPSCompileOp: Invalid instruction b5a83b9a
PES 2013 v1.18.1 2025-04-05 ReadFromHardware: Invalid address deadbf73 near PC 088107b4 LR 08a12060
PES 2013 v1.18.1 2025-04-05 An uneaten prefix at end of block: 08810804
PES 2013 v1.18.1 2025-04-05 MIPSCompileOp: Invalid instruction ce691c00
PES 2013 v1.18.1 2025-04-05 MIPSCompileOp: Invalid instruction 4a92a059
PES 2013 v1.18.1 2025-04-05 MIPSCompileOp: Invalid instruction b7071329
PES 2013 v1.18.1 2025-04-05 MIPSCompileOp: Invalid instruction b2ff64e7
PES 2013 v1.18.1 2025-04-05 MIPSCompileOp: Invalid instruction 4a3aabe8
PES 2013 v1.17.1 2025-04-02 MIPSCompileOp: Invalid instruction 0000361f
PES 2013 v1.17.1 2025-04-02 MIPSCompileOp: Invalid instruction 000041fe
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 0751e410
PES 2013 v1.18.1 2025-03-29 Branch in Jump delay slot at 09d478d8 in block starting at 09d47830
PES 2013 v1.18.1 2025-03-29 Branch in Jump delay slot at 09d478dc in block starting at 09d47830
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 0751e4c0
PES 2013 v1.18.1 2025-03-29 Branch in Jump delay slot at 09d478d4 in block starting at 09d47830
PES 2013 v1.18.1 2025-03-29 Branch in Jump delay slot at 09d478e0 in block starting at 09d47830
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 075d78c0
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 0751e430
PES 2013 v1.18.1 2025-03-29 Branch in Jump delay slot at 09d478c4 in block starting at 09d47830
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 0751e3e4
PES 2013 v1.18.1 2025-03-29 Branch in Jump delay slot at 09d47830 in block starting at 09d47830
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 074ed540
PES 2013 v1.18.1 2025-03-29 Branch in Jump delay slot at 09d47834 in block starting at 09d47830
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 07546b40
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 0751e3e0
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 0751e3e8
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 072f9700
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 0751e500
PES 2013 v1.18.1 2025-03-29 Branch in Jump delay slot at 09d47838 in block starting at 09d47830
PES 2013 v1.18.1 2025-03-29 Jump to invalid address: 0751e3f0
PES 2013 v1.18.1 2025-03-29 Branch in Jump delay slot at 09d478c8 in block starting at 09d47830
PES 2013 v1.18.1 2025-03-25 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))
PES 2013 v1.18.1 2025-03-18 Unknown GetPointer 13bc5a40 PC 0881608c LR 088160a0
PES 2013 v1.10.3 2025-02-28 80630006=sceAtracSetHalfwayBufferAndGetID(08dda340, 00000800, 00040000): invalid RIFF header
PES 2013 v1.18.1 2025-02-22 Jump to invalid address: 02e2a980
PES 2013 v1.18.1 2025-02-22 Jump to invalid address: 02e2abb0
PES 2013 v1.18.1 2025-02-22 Jump to invalid address: 02e2aaa0
PES 2013 v1.18.1 2025-02-22 Jump to invalid address: 02e2c870
PES 2013 v1.18.1 2025-02-22 Jump to invalid address: 02e2a490
PES 2013 v1.18.1 2025-02-22 Jump to invalid address: 02e2c0b0
PES 2013 v1.18.1 2025-02-22 Jump to invalid address: 02e276a0
PES 2013 v1.18.1 2025-02-22 Jump to invalid address: 026a3930
PES 2013 v1.18.1 2025-02-22 Branch in Jump delay slot at 08b8b118 in block starting at 08b8b0c8
PES 2013 v1.18.1 2025-02-21 ReadFromHardware: Invalid address 32515842 near PC 32515842 LR 0887bddc
PES 2013 v1.18.1 2025-02-20 Jump to invalid address: 0269be40