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Game title |
Version |
Latest Report |
Message |
PES 2014 |
v1.7.5 |
2019-02-20 |
Error in shader compilation: info: Vertex shader compilation failed.
WARNING: 0 Empty shader. No code generated.
postshader
|
PES 2014 |
v1.7.5 |
2019-02-20 |
Error in shader compilation: info: Fragment shader compilation failed.
WARNING: 0 Empty shader. No code generated.
postshader
|
PES 2014 |
v1.7.5 |
2019-02-20 |
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right op
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 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //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 1 //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 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 1.0 //Default: 1.0
#define contrast 1.0 //Default: 1.0 //negative will be... well negative;p
#define red |
PES 2014 |
v1.7.5 |
2019-02-20 |
Error in shader program link: info: Invalid fragment shader. Link cannot proceed.
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 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //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 1 //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 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 1.0 //Default: 1.0
#define contrast 1.0 //Default: 1.0 //negative will be... well negative;p
#define red 1.0 //Default: 1.0
#define green 1.0 //Default: 1.0
#define blue 1.0 //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 0 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.0 //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 2.8 //Default: 2.8 /brightens screen to compensate for dark lines
#define S |
PES 2014 |
v1.7.5 |
2019-02-20 |
Unknown GetPointer 1f41976e PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.5 |
2019-02-18 |
Unknown GetPointer 00280842 PC 08849a58 LR 0884a938 |
PES 2014 |
v1.7.4 |
2019-02-18 |
sceDmacMemcpy(dest=040cc000, src=095170c0, size=557056): overlapping read |
PES 2014 |
v1.7.5 |
2019-02-14 |
Unknown GetPointer 650130ca PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.5 |
2019-02-13 |
Unknown GetPointer 61007d66 PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.5 |
2019-02-13 |
Unknown GetPointer 6500cac1 PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.5 |
2019-02-13 |
Unknown GetPointer ea09f0eb PC 0881c428 LR 0881c438 |
PES 2014 |
v1.6.3-492-g9fddfff66 |
2019-02-11 |
WriteToHardware: Invalid address 000029d8 near PC 08bd7a3c LR 08bd7a3c |
PES 2014 |
v1.7.5 |
2019-02-11 |
Unknown GetPointer e1c5aecb PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction b0f6bdc4 |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSZeroComp delay slot at 08908984 in block starting at 08908984 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction b233bdc0 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction ec53bdc0 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a145dff |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a93c2e0 |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSRTComp delay slot at 0897ce9c in block starting at 0897ce98 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 046545e5 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 0646dde1 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a13c5fc |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a13c306 |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSZeroComp delay slot at 0898d6ec in block starting at 0898d6e0 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a13bdc7 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a16ce42 |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSRTComp delay slot at 088b5e04 in block starting at 088b5e00 |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSZeroComp delay slot at 08929a94 in block starting at 08929a94 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 0558e5ea |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSZeroComp delay slot at 0899dfcc in block starting at 0899dfc8 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction b3c3bdd8 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a1465fc |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSZeroComp delay slot at 089eb3dc in block starting at 089eb3d8 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a1465ff |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a93bea0 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a93c320 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 041445e1 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction b053dae4 |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSZeroComp delay slot at 088b5df8 in block starting at 088b5df4 |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSRTComp delay slot at 089b50e8 in block starting at 089b50e0 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 0475ede6 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 4a14bdc0 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 0615cde1 |
PES 2014 |
v1.7.5 |
2019-02-10 |
MIPSCompileOp: Invalid instruction 0477e5e1 |
PES 2014 |
v1.7.5 |
2019-02-10 |
Branch in RSRTComp delay slot at 089b5098 in block starting at 089b5098 |
PES 2014 |
v1.4-2-g648bc5d |
2019-02-10 |
Unsupported Vertex Screen Coordinate Z : f2303f58 |
PES 2014 |
v1.4-2-g648bc5d |
2019-02-10 |
Bad vertex address 001001e0! |
PES 2014 |
v1.4-2-g648bc5d |
2019-02-10 |
Unsupported Vertex Secondary Color Value : f925afb8 |
PES 2014 |
v1.4-2-g648bc5d |
2019-02-10 |
Unsupported Vertex Fog Coefficient : f8bb905a |
PES 2014 |
v1.6.3 |
2019-02-08 |
sceDmacMemcpy(dest=040cc000, src=0927e000, size=557056): overlapping read |
PES 2014 |
v1.6.3 |
2019-02-08 |
Render to texture with incompatible formats 3 != 1 at 00000000 |
PES 2014 |
v1.6.3-492-g9fddfff66 |
2019-02-06 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout 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: 01770000:00000b10 HWX T N 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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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);
vec4 outPos = 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);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w;
}
}
gl_Position = outPos;
}
|
PES 2014 |
v1.6.3-492-g9fddfff66 |
2019-02-06 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout 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: 01770000:00000b10 HWX T N 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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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);
vec4 outPos = 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);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w;
}
}
gl_Position = outPos;
}
|
PES 2014 |
v1.7.5 |
2019-02-02 |
Returned from deleted module start/stop func |
PES 2014 |
v1.7.5 |
2019-02-02 |
WriteToHardware: Invalid address a2b201c0 near PC 08000000 LR 08000000 |
PES 2014 |
v1.6.3-492-g9fddfff66 |
2019-02-01 |
WriteToHardware: Invalid address 0000007f near PC 08000000 LR 08000000 |
PES 2014 |
v1.6.3-492-g9fddfff66 |
2019-01-29 |
WriteToHardware: Invalid address 00002aa8 near PC 08bd7a3c LR 08bd7a3c |
PES 2014 |
v1.7.5 |
2019-01-29 |
sceDmacMemcpy(dest=040cc000, src=086cee40, size=1249728): overlapping read |
PES 2014 |
v1.7.5 |
2019-01-22 |
ReadFromHardware: Invalid address 1275ca98 near PC 1275ca98 LR 1275ca98 |
PES 2014 |
v1.7.4 |
2019-01-20 |
__KernelStopThread: thread 381 does not exist |
PES 2014 |
v1.6.3-492-g9fddfff66 |
2019-01-18 |
WriteToHardware: Invalid address 001426f8 near PC 08bd7a3c LR 08bd7a3c |
PES 2014 |
v1.7.4 |
2019-01-16 |
Unknown GetPointer 91f5ddfa PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.4 |
2019-01-16 |
Unknown GetPointer 66425ab8 PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.4 |
2019-01-16 |
Unknown GetPointer 4e907851 PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.4 |
2019-01-16 |
MIPSCompileOp: Invalid instruction 632e5245 |
PES 2014 |
v1.7.5 |
2019-01-16 |
Unknown GetPointer f84c26b9 PC 0888d3f4 LR 0888d40c |
PES 2014 |
v1.7.4 |
2019-01-15 |
Unknown GetPointer 1108d712 PC 0881c428 LR 0881c438 |
PES 2014 |
v1.5.4 |
2019-01-12 |
Branch in RSRTComp delay slot at 08f1e748 in block starting at 08f1e740 |
PES 2014 |
v1.7.5 |
2019-01-11 |
Unknown GetPointer facc7080 PC 0884c3d8 LR 08820e88 |
PES 2014 |
v1.5.4-987-g30c3fd63e |
2019-01-11 |
Savedata version requested: 415435176 |
PES 2014 |
v1.5.4-987-g30c3fd63e |
2019-01-11 |
Savedata version requested: 425458440 |
PES 2014 |
v1.7.5 |
2019-01-11 |
80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 17764 |
PES 2014 |
v1.4.2 |
2019-01-10 |
sceDmacMemcpy(dest=040cc000, src=086cdf40, size=1253568): overlapping read |
PES 2014 |
v1.7.5 |
2019-01-09 |
Unknown GetPointer 5f64656c PC 08849a58 LR 0884a938 |
PES 2014 |
v1.5.4 |
2019-01-08 |
Jump to invalid address: 074b4340 |
PES 2014 |
v1.5.4 |
2019-01-08 |
MIPSCompileOp: Invalid instruction 77400000 |
PES 2014 |
v1.5.4 |
2019-01-08 |
MIPSCompileOp: Invalid instruction 77775100 |
PES 2014 |
v1.5.4 |
2019-01-08 |
Branch in RSRTComp delay slot at 00010064 in block starting at 00010064 |
PES 2014 |
v1.5.4 |
2019-01-08 |
MIPSCompileOp: Invalid instruction 01751001 |
PES 2014 |
v1.5.4 |
2019-01-08 |
Branch in RSRTComp delay slot at 0001006c in block starting at 0001006c |
PES 2014 |
v1.5.4 |
2019-01-08 |
Branch in RSRTComp delay slot at 0001005c in block starting at 0001000c |
PES 2014 |
v1.5.4 |
2019-01-11 |
MIPSCompileOp: Invalid instruction 4c820000 |
PES 2014 |
v1.7.4 |
2019-01-07 |
Unknown GetPointer 23018e1b PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.4 |
2019-01-07 |
Unknown GetPointer e0431213 PC 0881c428 LR 0881c438 |
PES 2014 |
v1.7.5 |
2019-01-04 |
sceDmacMemcpy(dest=040cc000, src=086ce880, size=1251200): overlapping read |
PES 2014 |
v1.7.5 |
2019-02-02 |
WriteToHardware: Invalid address 0000009c near PC 08000000 LR 08000000 |
PES 2014 |
v1.7.5 |
2019-01-02 |
UNIMPL sceIoDevctl("", 02415821, 09fff55c, 4, 00000000, 0) |
PES 2014 |
v1.7.1-143-g79d16f7b9 |
2019-01-23 |
Unknown GetPointer 00000000 PC 08815f0c LR 08000020 |
PES 2014 |
v1.5.4 |
2019-01-18 |
MIPSCompileOp: Invalid instruction 040522c0 |
PES 2014 |
v1.5.4 |
2019-01-18 |
Jump to invalid address: 00f5d408 |
PES 2014 |
v1.5.4 |
2019-01-13 |
MIPSCompileOp: Invalid instruction 4600105d |
PES 2014 |
v1.5.4 |
2019-01-16 |
MIPSCompileOp: Invalid instruction 00510828 |
PES 2014 |
v1.5.4 |
2019-01-18 |
MIPSCompileOp: Invalid instruction b044007f |
PES 2014 |
v1.5.4 |
2019-01-18 |
MIPSCompileOp: Invalid instruction 00431029 |
PES 2014 |
v1.5.4 |
2019-01-18 |
MIPSCompileOp: Invalid instruction 00431829 |
PES 2014 |
v1.5.4 |
2019-01-18 |
MIPSCompileOp: Invalid instruction 04042200 |
PES 2014 |
v1.5.4 |
2019-01-08 |
MIPSCompileOp: Invalid instruction 040520c0 |
PES 2014 |
v1.6.3 |
2018-12-29 |
sceDmacMemcpy(dest=086cd100, src=040cc000, size=1257216): overlapping read |
PES 2014 |
v1.5.4 |
2019-01-09 |
MIPSCompileOp: Invalid instruction 00442029 |