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Game title |
Version |
Latest Report |
Message |
PES 2013 |
v1.17.1 |
2024-07-26 |
MIPSCompileOp: Invalid instruction 443c0308 |
PES 2013 |
v1.17.1 |
2024-07-26 |
MIPSCompileOp: Invalid instruction 02286301 |
PES 2013 |
v1.17.1 |
2024-07-14 |
80630007=sceAtracSetData(2, 08d4b180, 00012e40): atracID uses different codec type than data |
PES 2013 |
v1.17.1 |
2024-07-14 |
80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414e00 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05320 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414dc0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d0531c in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414d30 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05318 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414d10 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05314 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414cf0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414ce8 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05308 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414ce4 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05304 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414ce0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d052e8 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d052e4 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d052e0 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d052a0 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05230 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d0522c in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05228 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05224 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05218 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05214 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d051f8 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d051f4 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d051f0 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d051c0 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05180 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05138 in block starting at 09d05138 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07323c40 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d052e8 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07527580 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d052e4 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 021abb80 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d052e0 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 075e4d40 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 075026a0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d052a0 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 074163e0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 073cce00 |
PES 2013 |
v1.17.1 |
2024-07-11 |
MIPSCompileOp: Invalid instruction 00010001 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 0740d240 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05230 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d0522c in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 074149e0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05228 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 074149a0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05224 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414960 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414948 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05218 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414934 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05214 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07414920 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 073a9380 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d051f8 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07324140 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d051f4 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 021d9490 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d051f0 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07391cc0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
MIPSCompileOp: Invalid instruction 00008701 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 055412b0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d051c0 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 074c4ec0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 0751e6e0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05180 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 074d7de0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 074f9740 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05138 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 07304f80 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05134 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 075e01c0 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Branch in Jump delay slot at 09d05130 in block starting at 09d05130 |
PES 2013 |
v1.17.1 |
2024-07-11 |
Jump to invalid address: 0754e340 |
PES 2013 |
v1.16.6 |
2024-07-06 |
UNIMPL sceUtilityLoadUsbModule(1) |
PES 2013 |
v1.10.3 |
2024-06-28 |
Error in shader program link: info: cannot find a matched output for input v_texcoordNC0
cannot find a matched output for input v_texcoordNC1
cannot find a matched output for input v_texcoordNC2
cannot find a matched output for input v_texcoordNC3
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
//Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions.
//Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other).
// Awas ngelag! :u
//======================================================================================================================================================================
//SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res
//================
#define FXAA 1 //ON:1/OFF:0 /default FXAA, orginal info below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering
#define Gsmoothing 2.5 //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
//================
//SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 0.98 //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
//================
//UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest"
//Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically
//================
#define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below
#define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details
//================
#define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution
#define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness
//================
//OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define KIMOCHI 1 //Senpai!
#define samples 3 //Default: 4 /higher = more glow, worse performance
#define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality
#define Bpower 1.0 //Default: 1.0 /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 0.69 //Default: 0.5 /strenght of the effect
//================
#define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects
#define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above
//================
#define ACARTOON 0 //ON:1/OFF:0 Advanced Cartoon from Guest |
PES 2013 |
v1.17.1 |
2024-06-16 |
Unexpected mpeg first timestamp: 3765b747474 / 3806875382900 |
PES 2013 |
v1.17.1 |
2024-06-21 |
Unexpected mpeg first timestamp: 75e497f784a / 8101541410890 |
PES 2013 |
v1.17.1 |
2024-07-26 |
Jump to invalid address: 00f00c20 |
PES 2013 |
v1.17.1 |
2024-06-11 |
Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta.
The precision does not match.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
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;
vec3 processGAUSS_S(inout vec3 color)
{
float GAUSSS_SPAN_MAX = 1.5;
float GAUSSS_KERNEL_SIZE = 5.0;
vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE);
vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0;
vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0;
vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0;
vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0;
vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0;
vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0;
vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0;
vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0;
vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0;
vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0;
vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0;
vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0;
vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0;
color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12;
color /= vec3(58.0);
return color;
}
vec3 processSHADEBOOST(inout vec3 color)
{
float sat = 1.89999997615814208984375;
float brt = 0.699999988079071044921875;
float con = 1.2000000476837158203125;
float AvgLumR = 1.5;
float AvgLumG = 1.5;
float AvgLumB = 1.5;
if (SEPIA == 1)
{
sat = 0.00999999977648258209228515625;
brt = 1.75;
con = 1.0;
AvgLumR = 0.439999997615814208984375;
AvgLumG = 0.2599999904632568359375;
AvgLumB = 0.07999999821186065673828125;
}
if (GRAYSCALE == 1)
{
sat = 0.0;
brt = 1.0;
con = 1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (NEGATIVE == 1)
{
sat = 1.0;
brt = 1.0;
con = -1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (PSPCOLORS == 1)
{
sat = 1.0;
brt = 1.0;
con = 1.0;
AvgLumR = 0.959299981594085693359375;
AvgLumG = 1.0738999843597412109375;
AvgLumB = 1.46039998531341552734375;
}
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec3(0.5);
vec3 brtColor = color * brt;
vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
vec3 satColor = mix(intensity, brtColor, vec3(sat));
vec3 conColor = mix(conRGB, satColor, vec3(con));
vec3 mixColor = AvgLumin * conColor;
color = mixColor;
return color;
}
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 5;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 param = color;
vec3 _311 = processGAUSS_S(param);
color = _311;
vec3 param_1 = color;
vec3 _314 = processSHADEBOOST(param_1);
color = _314;
_RESERVED_IDENTIFIER_FIXUP_gl_Fr |
PES 2013 |
v1.17.1 |
2024-06-10 |
Jump to invalid address: 0762d800 |
PES 2013 |
v1.17.1 |
2024-07-11 |
MIPSCompileOp: Invalid instruction 00000514 |
PES 2013 |
v1.17.1 |
2024-06-10 |
MIPSCompileOp: Invalid instruction 00000fce |
PES 2013 |
v1.17.1 |
2024-06-10 |
MIPSCompileOp: Invalid instruction 01000101 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Jump to invalid address: 0747c140 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Branch in Jump delay slot at 09d22330 in block starting at 09d222c0 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Branch in Jump delay slot at 09d2232c in block starting at 09d222c0 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Jump to invalid address: 07488e40 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Branch in Jump delay slot at 09d22328 in block starting at 09d222c0 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Jump to invalid address: 07488df0 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Branch in Jump delay slot at 09d22324 in block starting at 09d222c0 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Jump to invalid address: 07488da0 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Jump to invalid address: 07488d80 |
PES 2013 |
v1.17.1 |
2024-06-10 |
Branch in Jump delay slot at 09d22318 in block starting at 09d222c0 |