Recent logs - PES 2014

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Game title Version Latest Report Message
PES 2014 v1.8.0 2019-05-18 sceDmacMemcpy(dest=04154000, src=094900f0, size=557056): overlapping read
PES 2014 v1.5.3 2019-05-14 WriteToHardware: Invalid address 0000000c near PC 0880abb4 LR 0880abbc
PES 2014 v1.5.3 2019-05-14 ReadFromHardware: Invalid address 00000004 near PC 0880b598 LR 08809cc8
PES 2014 v1.8.0 2019-05-11 Unknown GetPointer 0000006c PC 08872bb4 LR 08872c1c
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 00000000:0021d002 Tex Fog TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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); if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 00004000:0021d022 Tex TexAlpha Fog Flat TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in 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; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 00000000:00200002 Tex Fog TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in 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; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 01770000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in 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; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 00000000:00000001 Clear #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 40000000:00000914 HWX T Fog Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; 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; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in 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; }
PES 2014 v1.6.3 2019-05-11 Error in shader compilation: info: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; 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; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2014 v1.8.0 2019-05-03 Unknown GetPointer 00000000 PC 08000000 LR 08000000
PES 2014 v1.6.3 2019-04-25 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(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); gl_FragColor = v; } vs: 40000000:00000014 Fog Tex Flat #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = position.w; gl_Position = u_proj * vec4(position.xyz, 1.0); }
PES 2014 v1.8.0 2019-04-09 Error in shader program link: info: (unknown reason) fs: postshader /* AA shader 4.o / AA shader 4.o - filtro Copyright (C) 2014 guest(r) - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Modified as video aware smoothing effect for PPSSPP. // Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing. // Also auto translation fails with bool uniform, which is why u_video is defined as float. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform float u_video; //=========== varying vec2 v_texcoord0; const vec3 dt = vec3(1.0,1.0,1.0); vec3 texture2d (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); } vec3 texture2dd (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 c11 = texture2D(sampler0, texcoord ).xyz; vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz; vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz; vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz; vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float d1=dot(abs(c00-c22),dt)+0.001; float d2=dot(abs(c20-c02),dt)+0.001; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2)); return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)); } void main() { float scale = 7.0; bool filtro = false; if (u_video==1.0){ scale = 2.0; filtro = true; } else { scale = 7.0; filtro = false; } // Calculating texel coordinates vec2 size = vec2(480.0,272.0)*scale; vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale; vec2 OGL2Pos = v_texcoord0 * size; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(inv_size.x,0.0); vec2 dy = vec2(0.0, inv_size.y); vec2 g1 = vec2(inv_size.x,inv_size.y); vec2 g2 = vec2(-inv_size.x,inv_size.y); vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size; // Reading the texels vec3 C0 = texture2d(pC4 - g1); vec3 C1 = texture2d(pC4 - dy); vec3 C2 = texture2d(pC4 - g2); vec3 C3 = texture2d(pC4 - dx); vec3 C4 = texture2d(pC4 ); vec3 C5 = texture2d(pC4 + dx); vec3 C6 = texture2d(pC4 + g2); vec3 C7 = texture2d(pC4 + dy); vec3 C8 = texture2d(pC4 + g1); vec3 ul, ur, dl, dr; float m1, m2; m1 = dot(abs(C0-C4),dt)+0.001; m2 = dot(abs(C1-C3),dt)+0.001; ul = (m2
PES 2014 v1.8.0 2019-04-08 Error in shader program link: info: (unknown reason) fs: postshader /* Hyllian's 5xBR v3.5a Shader Copyright (C) 2011 Hyllian/Jararaca - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; const float coef = 2.0; const vec3 rgbw = vec3(16.163, 23.351, 8.4772); const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 ); const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); vec4 df(vec4 A, vec4 B) { return abs(A-B); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h)); } void main(){ bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; // Let's skip the whole scaling if output size smaller than 1.6x of input size if (upscale) { bvec4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up; bvec4 nc; // new_color bvec4 fx, fx_left, fx_up; // inequations of straight lines. vec2 pS = 1.0 / u_texelDelta.xy; vec2 fp = fract(v_texcoord0.xy*pS.xy); vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; 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 = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz; vec3 B = texture2D(sampler0, TexCoord_0 -dy ).xyz; vec3 C = texture2D(sampler0, TexCoord_0 +dx -dy ).xyz; vec3 D = texture2D(sampler0, TexCoord_0 -dx ).xyz; vec3 E = texture2D(sampler0, TexCoord_0 ).xyz; vec3 F = texture2D(sampler0, TexCoord_0 +dx ).xyz; vec3 G = texture2D(sampler0, TexCoord_0 -dx +dy ).xyz; vec3 H = texture2D(sampler0, TexCoord_0 +dy ).xyz; vec3 I = texture2D(sampler0, TexCoord_0 +dx +dy ).xyz; vec3 A1 = texture2D(sampler0, TexCoord_0 -dx -y2).xyz; vec3 C1 = texture2D(sampler0, TexCoord_0 +dx -y2).xyz; vec3 A0 = texture2D(sampler0, TexCoord_0 -x2 -dy).xyz; vec3 G0 = texture2D(sampler0, TexCoord_0 -x2 +dy).xyz; vec3 C4 = texture2D(sampler0, TexCoord_0 +x2 -dy).xyz; vec3 I4 = texture2D(sampler0, TexCoord_0 +x2 +dy).xyz; vec3 G5 = texture2D(sampler0, TexCoord_0 -dx +y2).xyz; vec3 I5 = texture2D(sampler0, TexCoord_0 +dx +y2).xyz; vec3 B1 = texture2D(sampler0, TexCoord_0 -y2).xyz; vec3 D0 = texture2D(sampler0, TexCoord_0 -x2 ).xyz; vec3 H5 = texture2D(sampler0, TexCoord_0 +y2).xyz; vec3 F4 = texture2D(sampler0, TexCoord_0 +x2 ).xyz; vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw)); vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw)); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E,rgbw)); 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,
PES 2014 v1.8.0 2019-04-02 Jump to invalid address: 029b4c00
PES 2014 v1.8.0 2019-04-02 MIPSCompileOp: Invalid instruction 75374700
PES 2014 v1.8.0 2019-04-02 Branch in RSZeroComp delay slot at 0001004f in block starting at 0001000b
PES 2014 v1.8.0 2019-04-02 80020001=sceKernelCreateThread((invalid), 08aef588, 00000000, 0, 00000000, 00000000): NULL thread name
PES 2014 v1.8.0 2019-04-02 80020001=sceKernelCreateThread((invalid), deadbeef, deadbeef, -559038737, 00000000, 00000000): NULL thread name
PES 2014 v1.8.0 2019-05-14 Unknown GetPointer 00000000 PC 0881f5b8 LR 08000020
PES 2014 v1.8.0 2019-03-20 MIPSCompileOp: Invalid instruction 007e007b
PES 2014 v1.8.0 2019-03-20 Jump to invalid address: 07758480
PES 2014 v1.8.0 2019-03-20 MIPSCompileOp: Invalid instruction 473f4040
PES 2014 v1.8.0 2019-03-20 MIPSCompileOp: Invalid instruction 007e0055
PES 2014 v1.8.0 2019-03-20 Jump to invalid address: 07759200
PES 2014 v1.8.0 2019-03-20 MIPSCompileOp: Invalid instruction 007e0038
PES 2014 v1.8.0 2019-03-20 MIPSCompileOp: Invalid instruction 00313341
PES 2014 v1.8.0 2019-03-20 Jump to invalid address: 07758b40
PES 2014 v1.8.0 2019-03-20 MIPSCompileOp: Invalid instruction 007e007e
PES 2014 v1.8.0 2019-03-20 Jump to invalid address: 077598c0
PES 2014 v1.8.0 2019-03-20 MIPSCompileOp: Invalid instruction 403f4240
PES 2014 v1.8.0 2019-05-19 Unknown GetPointer 00000000 PC 08a1b7b0 LR 08000030
PES 2014 v1.7.5 2019-03-15 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 074be980
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 074be2c0
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 074bdc00
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 074bf040
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 074cae40
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 074cc280
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 074cbbc0
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 072700de
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 0404000e
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 00e6840e
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 03840000
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 0727001e
PES 2014 v1.7.4 2019-03-14 Branch in Jump delay slot at 04107268 in block starting at 04107240
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 04040023
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 04040035
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 051e014b
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 011201ce
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 0404000b
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 0000023d
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction b5b38346
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 762282aa
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 01d600bd
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 43000000
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 7d0e8a51
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 772082aa
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp 6948812d failed
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 46cf8314
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 04040005
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 0655005e
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 038803e0
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 6e408194
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 0333f554
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 0749b100
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 00eb7d0e
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 0404000c
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 04040009
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 0404002f
PES 2014 v1.7.4 2019-03-14 MIPSCompileOp: Invalid instruction 04040027
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 0749b7c0
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 0749aa40
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 0749a380
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 0753e700
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 0753edc0
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 0753e040
PES 2014 v1.7.4 2019-03-14 Jump to invalid address: 0753d980
PES 2014 v1.7.4 2019-03-12 Jump to invalid address: 02319320
PES 2014 v1.7.4 2019-03-12 Jump to invalid address: 0772d940
PES 2014 v1.7.4 2019-03-12 Jump to invalid address: 0772e000
PES 2014 v1.7.4 2019-03-12 Jump to invalid address: 0772e6c0
PES 2014 v1.7.4 2019-03-12 Jump to invalid address: 0772ed80
PES 2014 v1.7.4 2019-03-12 Jump to invalid address: 0773e080
PES 2014 v1.7.4 2019-03-12 Jump to invalid address: 0773e740
PES 2014 v1.7.4 2019-03-12 Jump to invalid address: 0773d9c0
PES 2014 v1.6.3-432-gfd6c3145d 2019-03-11 Error in shader program link: info: (unknown reason) fs: 00004000:0001d002 Tex Flat TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in 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 300 es precision highp float; 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; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2014 v1.7.5 2019-02-25 Jump to invalid address: 075c68c0
PES 2014 v1.7.5 2019-02-25 Branch in RSZeroComp delay slot at 00010bb4 in block starting at 00010bb4
PES 2014 v1.7.5 2019-02-25 MIPSCompileOp: Invalid instruction 00000ff9
PES 2014 v1.7.4 2019-02-25 Jump to invalid address: 074bb080
PES 2014 v1.7.4 2019-03-12 Jump to invalid address: 02c07000
PES 2014 v1.7.4 2019-02-22 Jump to invalid address: 07717bc0
PES 2014 v1.7.4 2019-02-22 Jump to invalid address: 07718280