Recent logs - FIFA 12

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Game title Version Latest Report Message
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 669 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 731 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 767 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 989 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 1041 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 960 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 1025 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 735 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 1039 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 999 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 1077 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 970 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 1067 does not exist
FIFA 12 v1.8.0 2019-12-27 Unknown GetPointer 00000000 PC 08b505c8 LR 08b505c8
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 565 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 557 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 553 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 538 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 498 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 500 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 344 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 2855 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 2849 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 2782 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 2847 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 2724 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-06 __KernelStopThread: thread 1190 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-05 __KernelStopThread: thread 680 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-05 __KernelStopThread: thread 677 does not exist
FIFA 12 v1.9.3-80-g73bf6098e 2019-11-05 __KernelStopThread: thread 667 does not exist
FIFA 12 v1.8.0 2019-09-28 ReadFromHardware: Invalid address 3f800000 near PC 3f800000 LR 08af4fdc
FIFA 12 v1.8.0 2019-09-16 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
FIFA 12 v1.5.2 2019-08-09 Error in shader compilation: info: 0:17: L0002: Undeclared variable 'u_proj' / code: #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; 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; v_color0 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
FIFA 12 v1.9.4 2020-02-14 Unknown GetPointer 00000000 PC 08aff260 LR 08000020
FIFA 12 v1.9.4 2020-02-25 Unknown GetPointer 00000000 PC 08000000 LR 08000000
FIFA 12 v1.9.4 2020-02-25 Unknown GetPointer 00000000 PC 08dd5134 LR 08000030
FIFA 12 v1.7.4 2019-02-12 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if 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 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 scree
FIFA 12 v1.7.4 2019-02-12 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 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
FIFA 12 v1.7.5 2019-01-29 Savedata loading with detected hashmode 3 instead of file's 5
FIFA 12 v1.7.5 2019-01-29 WriteToHardware: Invalid address 0000000c near PC 08dd513c LR 00000000
FIFA 12 v1.7.5 2019-01-29 sceKernelSetCompiledSdkVersion603_605 unknown SDK: deadbfff
FIFA 12 v1.7.5 2019-02-10 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
FIFA 12 v1.9.4 2020-01-28 Savedata version requested: 3
FIFA 12 v1.6.3-492-g9fddfff66 2020-02-06 WriteToHardware: Invalid address 00000000 near PC 08b88a38 LR 08b88a38
FIFA 12 v1.9.4 2019-11-11 GL ran out of GPU memory; switching to low memory mode
FIFA 12 v1.4.2 2017-11-24 Direct3D9: Failed to get the device caps!
FIFA 12 v1.4.2 2017-11-23 ReadFromHardware: Invalid address 000047f6 near PC 08ca2954 LR 08dc6370
FIFA 12 v1.4.2 2017-11-18 ReadFromHardware: Invalid address 00000014 near PC 08b42000 LR 08b42000
FIFA 12 v1.4.2 2017-11-24 DrawActiveTexture() failed: 8876086c
FIFA 12 v1.7.5 2019-03-30 Texture cache ran out of GPU memory; switching to low memory mode
FIFA 12 v1.3.0.1 2017-03-17 Render to texture with different strides 512 != 256
FIFA 12 v1.3.0.1 2017-03-17 Render to texture with different formats 3 != 1
FIFA 12 v1.3.0.1 2017-03-17 Render to area containing texture at 04000000 +0x136
FIFA 12 v1.9.4 2020-02-25 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
FIFA 12 v1.9.4 2020-02-25 BREAK instruction hit
FIFA 12 v1.5.4 2018-10-10 ReadFromHardware: Invalid address 00000100 near PC 00000100 LR 08a4d090
FIFA 12 v1.5.4 2018-10-10 Unexpected mpeg first timestamp: 0 / 0
FIFA 12 v1.9.3 2020-01-27 Render to texture with different strides 256 != 128
FIFA 12 v1.2.2 2016-04-15 Unknown GE command : 34f1ff20
FIFA 12 v1.8.0 2019-10-05 Render to texture with different strides 128 != 256
FIFA 12 v1.6.3-492-g9fddfff66 2020-02-06 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
FIFA 12 v1.7.5 2020-02-23 Render to texture with incompatible formats 3 != 1 at 00000000
FIFA 12 v1.9.4 2020-02-25 Render to texture with incompatible formats 3 != 1 at 04000000
FIFA 12 v1.9.4 2020-02-25 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149305684