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| Game title |
Version |
Latest Report |
Message |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(3, 08d4b180, 00004c00): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
Error in shader program link: info: cannot find a matched output for input v_texcoordNC0
cannot find a matched output for input v_texcoordNC1
cannot find a matched output for input v_texcoordNC2
cannot find a matched output for input v_texcoordNC3
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
//Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions.
//Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other).
// Awas ngelag! :u
//======================================================================================================================================================================
//SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res
//================
#define FXAA 1 //ON:1/OFF:0 /default FXAA, orginal info below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering
#define Gsmoothing 2.5 //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
//================
//SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 0.98 //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
//================
//UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest"
//Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically
//================
#define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below
#define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details
//================
#define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution
#define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness
//================
//OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define KIMOCHI 1 //Senpai!
#define samples 3 //Default: 4 /higher = more glow, worse performance
#define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality
#define Bpower 1.0 //Default: 1.0 /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 0.69 //Default: 0.5 /strenght of the effect
//================
#define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects
#define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above
//================
#define ACARTOON 0 //ON:1/OFF:0 Advanced Cartoon from Guest |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-08-02 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-08-02 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(3, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(3, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(3, 08d4b180, 00018700): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(3, 08d4b180, 00012e00): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-07-27 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840 |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-07-26 |
80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-07-26 |
80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-07-26 |
80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-07-26 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(3, 08d4b180, 00000aec): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
Render to area containing texture at 040cc000 +64x0 |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-07-27 |
80630007=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
Rendering to framebuffer offset: 040cc000 +65x0 |
| WWE 2K25 BLOODLINE EDITION |
v1.10.2 |
2025-09-08 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| WWE 2K25 BLOODLINE EDITION |
v1.19.3 |
2026-03-01 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| WWE 2K25 BLOODLINE EDITION |
v1.19.3 |
2026-03-01 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |