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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 |