Recent logs - PES 2014

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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