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Game title |
Version |
Latest Report |
Message |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-21 |
Unknown GetPointer 0084503e PC 0884a908 LR 0884a928 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=08bf65c0, pos=0, access=1, data=2, text=2 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
__KernelStopThread: thread 359 does not exist (helper deleted) |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 65880001 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 00e951e9 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 43e94300 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 0100e93c |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 00e935e9 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 000100e9 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
WriteToHardware: Invalid address deadbfef near PC 08016cf4 LR 08000020 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 01006cfc |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 6cfc0001 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 6cee6cee |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 6ce00001 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 6cd26cd2 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 6cc40001 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 6cb66cb6 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 01006ca8 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 6ca80001 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 6c9a6c9a |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 6c8c0001 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 776c7700 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp 69000100 failed |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 4d000100 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
Branch in Jump delay slot at 08020400 in block starting at 08016c60 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 01000054 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 00540001 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 010c0038 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
MIPSCompileOp: Invalid instruction 00380001 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-19 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(0,0) |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-15 |
Replacement rowPitch=128, but w=800 (level=0) |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-14 |
80630006=sceAtracSetDataAndGetID(09079a00, 00001800): invalid RIFF header |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-13 |
Replacement rowPitch=1024, but w=4000 (level=0) |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-13 |
Vulkan error in shader compilation: info: ERROR: 0:76: 'length' : no matching overloaded function found
ERROR: 0:76: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader
vec3 u_lightpos0;
vec3 u_lightpos1;
vec3 u_lightpos2;
vec3 u_lightpos3;
vec3 u_lightdir0;
vec3 u_lightdir1;
vec3 u_lightdir2;
vec3 u_lightdir3;
vec3 u_lightatt0;
vec3 u_lightatt1;
vec3 u_lightatt2;
vec3 u_lightatt3;
vec4 u_lightangle_spotCoef0;
vec4 u_lightangle_spotCoef1;
vec4 u_lightangle_spotCoef2;
vec4 u_lightangle_spotCoef3;
vec3 u_lightambient0;
vec3 u_lightambient1;
vec3 u_lightambient2;
vec3 u_lightambient3;
vec3 u_lightdiffuse0;
vec3 u_lightdiffuse1;
vec3 u_lightdiffuse2;
vec3 u_lightdiffuse3;
vec3 u_lightspecular0;
vec3 u_lightspecular1;
vec3 u_lightspecular2;
vec3 u_lightspecular3;
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0 |
Pro Evolution Soccer 2014 |
v1.6.3 |
2023-03-12 |
Error in shader compilation: info: Compile failed.
ERROR: 0:456: 'mix' : no matching overloaded function found
ERROR: 0:456: 'assign' : cannot convert from 'float' to '3-component vector of float'
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
#d |
Pro Evolution Soccer 2014 |
v1.6.3 |
2023-03-12 |
Error in shader program link: info: Link Error: Fragment shader was not successfully compiled.
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_high
#define SLcolor 1.8 //Default: 2.8 /brightens screen to compensate for dark lines
#define SLpower 0.4 //Default: 0.4 /less/more = dar |
Pro Evolution Soccer 2014 |
v1.10.3 |
2023-03-13 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 0003 |
Pro Evolution Soccer 2014 |
v1.10.3 |
2023-03-13 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l2 rate 000f |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-12 |
Replacement rowPitch=512, but w=2000 (level=0) |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-11 |
Ignoring possible texturing from framebuffer at 041ac2b0 +992x263 / 512x504 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-11 |
Imm vertex used fog |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-11 |
Imm vertex used clip value, flags=6aa800 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-11 |
Bad vertex address 04bdfc4d! |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-11 |
Immediate draw: Unexpected primitive 7 at count 1 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-11 |
Bad bounding box data: 000802 |
Pro Evolution Soccer 2014 |
v1.9.4 |
2023-03-08 |
Unexpected mpeg first timestamp: 7b583aaf81e / 8476179494942 |
Pro Evolution Soccer 2014 |
v1.13.2 |
2023-03-07 |
Unknown GetPointer 008a432a PC 0884a908 LR 0884a928 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-05 |
Unknown GetPointer 01010101 PC 0884a920 LR 0884a928 |
Pro Evolution Soccer 2014 |
v1.13.2 |
2023-03-03 |
Unknown GetPointer 00130000 PC 0884a908 LR 0884a928 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-01 |
Replacement rowPitch=256, but w=3864 (level=0) |
Pro Evolution Soccer 2014 |
v1.14.2 |
2023-03-03 |
UI scissor out of bounds in MainScreen: 55,0-1204,721 / 1600,720 |
Pro Evolution Soccer 2014 |
v1.12.3 |
2023-02-24 |
WriteToHardware: Invalid address 0480003c near PC 088145ec LR 088136bc |
Pro Evolution Soccer 2014 |
v1.12.3 |
2023-02-24 |
ReadFromHardware: Invalid address 024b05fb near PC 088133f8 LR 088136bc |
Pro Evolution Soccer 2014 |
v1.12.3 |
2023-02-24 |
ReadFromHardware: Invalid address 05c9060f near PC 0881004c LR 088133ac |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-21 |
Replacement rowPitch=512, but w=800 (level=0) |
Pro Evolution Soccer 2014 |
v1.14.2 |
2023-02-18 |
UI scissor out of bounds in GameSettingsScreen: 279,0-1311,721 / 1600,720 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-17 |
sceDmacMemcpy(dest=04154000, src=09518100, size=557056): overlapping read |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-01 |
Replacement rowPitch=256, but w=512 (level=0) |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-17 |
Unknown GetPointer 00015ae8 PC 0881c410 LR 0881c420 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
An uneaten prefix at end of block: 080dc58c |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction ef945540 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 00020001 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction ee200000 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 000006fc |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 000009f8 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 019ffffa |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 9fffffff |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction ef400000 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 0007ffff |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 6ccccccc |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction cccccccc |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction b00001df |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Branch in branch delay slot at 080eb110 with different target |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 05f90000 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 000029fb |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Jump to invalid address: 0fbbbbb8 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction eeeeeee1 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction eeeeee82 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction eeeeeeeb |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 0000007e |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction eeeeeeee |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 00058554 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 002834bc |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Jump to invalid address: 02010000 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Branch in Jump delay slot at 083fdf68 in block starting at 083fdf14 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Jump to invalid address: 02b9e800 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Branch in Jump delay slot at 083fdf64 in block starting at 083fdf14 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Jump to invalid address: 0286ed60 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Branch in Jump delay slot at 083fdf50 in block starting at 083fdf14 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Jump to invalid address: 0286ddf0 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
MIPSCompileOp: Invalid instruction 00000294 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Jump to invalid address: 02a18840 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Jump to invalid address: 02a187e0 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Unknown GetPointer 8fbe0058 PC 0884a908 LR 0884a928 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-16 |
Unknown GetPointer 0000ab00 PC 0884d7a4 LR 0884d7c4 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-17 |
Unknown GetPointer 0000a300 PC 0884d7a4 LR 0884d7c4 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-13 |
Jump to invalid address: 03d40000 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-13 |
Jump to invalid address: 07440000 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-13 |
MIPSCompileOp: Invalid instruction 04fa0000 |
Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-13 |
MIPSCompileOp: Invalid instruction 7fffddef |