Recent logs - Pro Evolution Soccer 2013

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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