To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
Pro Evolution Soccer 2013 |
v1.13.2 |
2023-09-29 |
Unknown GetPointer 00000000 PC 08000204 LR 08000038 |
Pro Evolution Soccer 2013 |
v1.13.2 |
2023-09-29 |
Unknown GetPointerWrite 401791e0 PC 08000204 LR 08000038 |
Pro Evolution Soccer 2013 |
v1.15.3 |
2023-09-29 |
Jump to invalid address: 073d8200 |
Pro Evolution Soccer 2013 |
v1.15.3 |
2023-09-29 |
Branch in Jump delay slot at 00010004 in block starting at 00010000 |
Pro Evolution Soccer 2013 |
v1.15.3 |
2023-09-29 |
Jump to invalid address: 074b6680 |
Pro Evolution Soccer 2013 |
v1.16.1 |
2023-09-24 |
MIPSCompileOp: Invalid instruction 060627bd |
Pro Evolution Soccer 2013 |
v1.16.1 |
2023-09-24 |
MIPSCompileOp: Invalid instruction b3000c3c |
Pro Evolution Soccer 2013 |
v1.16.1 |
2023-09-24 |
MIPSCompileOp: Invalid instruction b1000400 |
Pro Evolution Soccer 2013 |
v1.16.1 |
2023-09-24 |
MIPSCompileOp: Invalid instruction b2000834 |
Pro Evolution Soccer 2013 |
v1.16.3 |
2023-09-23 |
Unknown GetPointer ff36373a PC 0884a918 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.16.2 |
2023-09-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2 |
Pro Evolution Soccer 2013 |
v1.14.4 |
2023-09-21 |
Replacement rowPitch=128, but w=1024 (level=0) |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-09-18 |
Unknown GetPointer 0021110d PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.16.1 |
2023-09-17 |
sceSasSetVoice: invalid loop mode 255 |
Pro Evolution Soccer 2013 |
v1.12.3 |
2023-09-17 |
Unknown GetPointer 2985a09a PC 0881c2c0 LR 0881c2d0 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-09 |
UI scissor out of bounds in GameSettingsScreen: 116,0-631,1495 / 720,1495 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-08 |
UI scissor out of bounds in GameSettingsScreen: 241,0-1310,720 / 1495,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-05 |
UI scissor out of bounds in GameSettingsScreen: 262,0-1645,1080 / 1920,966 |
Pro Evolution Soccer 2013 |
v1.6.3 |
2023-09-03 |
Error in shader compilation: info: ERROR: 0:456: 'mix' : no matching overloaded function found
ERROR: 0:456: 'assign' : cannot convert from 'const float' to '3-component vector of float'
ERROR: 2 compilation errors. No code generated.
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
#de |
Pro Evolution Soccer 2013 |
v1.6.3 |
2023-09-03 |
Error in shader program link: info: ERROR: 0:456: 'mix' : no matching overloaded function found
ERROR: 0:456: 'assign' : cannot convert from 'const float' to '3-component vector of float'
ERROR: 2 compilation errors. No code generated.
fs: 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_hig |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
ReadFromHardware: Invalid address 126aa6d0 near PC 126aa6d0 LR 126aa6d0 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
80420014=__sceSasCore(08bb3c40, 7dc6ab00): invalid address |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1677,561-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1677,491-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1677,420-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1677,350-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1677,279-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1677,208-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1677,138-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1677,67-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1575,561-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1575,491-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1575,420-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1575,350-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1575,279-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1575,208-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1575,138-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1575,67-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1695,561-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1695,491-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1695,420-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1695,350-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1695,279-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1695,208-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1695,138-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
UI scissor out of bounds in SavedataScreen: 1695,67-0,67 / 1560,720 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
ReadFromHardware: Invalid address 127f3860 near PC 127f3860 LR 127f3860 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
ReadFromHardware: Invalid address 127f3aa8 near PC 127f3aa8 LR 127f3aa8 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-09-02 |
ReadFromHardware: Invalid address 127f7ea0 near PC 127f7ea0 LR 127f7ea0 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-09-01 |
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)) |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-30 |
Branch in branch delay slot at 0001000c with different target |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-30 |
Jump to invalid address: 0732b240 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-08-29 |
UI scissor out of bounds in GameSettingsScreen: 262,0-535,272 / 732,272 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-08-29 |
UI scissor out of bounds in GameSettingsScreen: 262,0-685,544 / 811,272 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-08-29 |
UI scissor out of bounds in GameSettingsScreen: 262,0-935,544 / 743,272 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-08-29 |
UI scissor out of bounds in GameSettingsScreen: 131,0-823,540 / 605,272 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-28 |
Unknown GetPointer 0000e301 PC 0881c410 LR 0881c420 |
Pro Evolution Soccer 2013 |
v1.10.3 |
2023-08-25 |
ReadFromHardware: Invalid address 127cf328 near PC 127cf328 LR 127cf328 |
Pro Evolution Soccer 2013 |
v1.10.3 |
2023-08-25 |
80420014=__sceSasCore(08bb3c40, 74a8ab00): invalid address |
Pro Evolution Soccer 2013 |
v1.14.4 |
2023-08-21 |
Unknown GetPointer 00290a03 PC 08849a40 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
Branch in branch delay slot at 0001006c with different target |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 4fa9939d |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
Jump to invalid address: 0148c06c |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 4258756a |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction d0a4536f |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 43dc7cec |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction f3754fec |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 00c461f9 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 46d071c4 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
Jump to invalid address: 07609cc0 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 45be8170 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 462720c8 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 45cb2120 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 461d74d0 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 45b7be60 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 45a19150 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 44f965fa |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 451a411e |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 4597b6b0 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 458b3770 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 438fba00 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 00003339 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 0000507e |
Pro Evolution Soccer 2013 |
v1.15.2 |
2023-08-15 |
Unknown GetPointer 0038282d PC 0884a918 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-14 |
ReadFromHardware: Invalid address 0b3f0b20 near PC 0880cc40 LR 0880cc40 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-14 |
WriteToHardware: Invalid address 0b3f0a1d near PC 088258e8 LR 088258f4 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-14 |
WriteToHardware: Invalid address 0b3f0b20 near PC 088258d4 LR 088258e0 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-14 |
ReadFromHardware: Invalid address 0b3f0b25 near PC 088258d4 LR 088258e0 |
Pro Evolution Soccer 2013 |
v1.14 |
2023-08-07 |
UI scissor out of bounds in GameSettingsScreen: 262,0-1645,1080 / 958,511 |
Pro Evolution Soccer 2013 |
v1.5.3 |
2023-08-07 |
Error in shader program link during preload: info: Error: input v_texcoord not declared in output from previous stage.
Error: Linking failed.
fs: 40000000:00000002 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: 00000000:0001d000 UVMtx TessC TessRevN
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
Pro Evolution Soccer 2013 |
v1.10.2 |
2023-08-05 |
Jump to invalid address: 00113300 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-08-05 |
Unknown GetPointer 00000020 PC 08815f70 LR 08815fbc |
Pro Evolution Soccer 2013 |
v1.14.1 |
2023-08-03 |
Unknown GetPointer 00310200 PC 0884a900 LR 0884a920 |
Pro Evolution Soccer 2013 |
v1.11.3 |
2023-08-02 |
Branch in RSZeroComp delay slot at 04044066 in block starting at 04044066 |
Pro Evolution Soccer 2013 |
v1.11.3 |
2023-08-02 |
Branch in RSZeroComp delay slot at 0404405e in block starting at 0404405e |
Pro Evolution Soccer 2013 |
v1.11.3 |
2023-08-02 |
Branch in RSZeroComp delay slot at 04044056 in block starting at 04044056 |
Pro Evolution Soccer 2013 |
v1.11.3 |
2023-08-02 |
Branch in RSZeroComp delay slot at 0404404e in block starting at 0404404e |
Pro Evolution Soccer 2013 |
v1.11.3 |
2023-08-02 |
Branch in RSZeroComp delay slot at 04044046 in block starting at 04044046 |
Pro Evolution Soccer 2013 |
v1.11.3 |
2023-08-02 |
Branch in RSZeroComp delay slot at 0404403e in block starting at 0404403e |
Pro Evolution Soccer 2013 |
v1.11.3 |
2023-08-02 |
Branch in RSZeroComp delay slot at 04044036 in block starting at 04044036 |