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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 |