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 |
Hits |
Message |
| eFootball NBC24 By Master Pes |
v1.10.3 |
2025-02-24 |
4 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |
| eFootball By Master Pes |
v1.10.3 |
2024-12-07 |
1 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
102 |
Render to area containing texture at 040cc000 +64x0 |
| GTA: Liberty City Stories |
v1.10.3 |
2024-12-07 |
1 |
MIPSCompileOp: Invalid instruction 475f5053 |
| eFootball 25 Hend Asean New Season |
v1.9.4 |
2026-09-03 |
8,992 |
Savedata version requested on save: 3 |
| Grand Theft Auto: Liberty City Stories |
v1.10.3 |
2024-12-06 |
1 |
Unknown syscall in known module 'sceNpService': 0xfc0bc8db |
| Grand Theft Auto: Liberty City Stories |
v1.10.3 |
2024-12-06 |
1 |
Unknown syscall in known module 'sceNpService': 0x788f2b5e |
| Grand Theft Auto: Liberty City Stories |
v1.10.3 |
2024-12-06 |
1 |
Unknown syscall in known module 'sceNpService': 0x75dacb57 |
| Grand Theft Auto: Liberty City Stories |
v1.10.3 |
2024-12-06 |
1 |
Unknown syscall in known module 'sceNpService': 0x72a1ce0d |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-25 |
2 |
MIPSCompileOp: Invalid instruction 43c40000 |
| TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.8.0 |
2026-08-29 |
23 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.9.4 |
2026-08-29 |
40 |
Render to texture with different formats 1 != 3 |
| TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.18.1 |
2025-08-16 |
3 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATAE/NPUH10047DATAE/TEKKEN6.BIN, 09fd41d0, 00000002) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.10.3 |
2024-12-06 |
1 |
Render to area containing texture at 04162000 +256x0 |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x616403ba |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x18260574 |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x8125221d |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5 |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822a444, firstSym=0822a2c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a454, firstSym=0822a2e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a458, firstSym=0822a2e8, varData=00000000, extra=00000000
|
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE. |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE. |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x39810265 |
| Hot Shots Golf: Open Tee™ |
v1.10.3 |
2024-12-06 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff |
| BOMBA PATCH FL 2025 |
v1.9.4 |
2026-08-11 |
27 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00001000): invalid RIFF header |
| MONSTER HUNTER PORTABLE 3rd |
v1.10.3 |
2024-12-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396 |
| MONSTER HUNTER PORTABLE 3rd |
v1.10.3 |
2024-12-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512 |
| MONSTER HUNTER PORTABLE 3rd |
v1.10.3 |
2024-12-04 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316588 |
| MONSTER HUNTER PORTABLE 3rd |
v1.10.3 |
2024-12-04 |
1 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228644, firstSym=082284c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228654, firstSym=082284e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228658, firstSym=082284e8, varData=00000000, extra=00000000
|
| 仮面ライダー クライマックスヒーローズ オーズ |
v1.10.3 |
2024-12-04 |
1 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.10.3 |
2024-12-03 |
1 |
WriteToHardware: Invalid address 1d2d2d6c near PC 089adbb4 LR 089adbb4 |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
150 |
Rendering to framebuffer offset: 040cc000 +65x0 |
| GTA: Liberty City Stories |
v1.10.3 |
2024-12-03 |
1 |
CALL to illegal address 00000008 - ignoring! data=00000b |
| EAFC24 BY RAFZZ |
v1.10.3 |
2024-12-03 |
2 |
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 |
| WWE2K24-V1.04 BY MANIA SVR |
v1.18.1 |
2025-09-15 |
7 |
80630007=sceAtracSetData(2, 08d4b180, 0001c1e8): atracID uses different codec type than data |
| eFooTBall Play Cesar Patch |
v1.10.3 |
2024-12-02 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765 |
| eFooTBall Play Cesar Patch |
v1.10.3 |
2024-12-02 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040 |
| eFooTBall Play Cesar Patch |
v1.10.3 |
2024-12-02 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628 |
| eFooTBall Play Cesar Patch |
v1.10.3 |
2024-12-02 |
3 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524 |
| eFooTBall Play Cesar Patch |
v1.10.3 |
2024-12-02 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464 |
| Formula One 06 |
v1.10.3 |
2024-12-02 |
1 |
WriteToHardware: Invalid address 0075b444 near PC 088711c0 LR 088711c0 |
| eFootball PES 2024 "K25" |
v1.9.4 |
2025-08-26 |
42 |
Savedata version requested on save: 3 |
| NBA2K13 |
v1.10.3 |
2024-12-01 |
2 |
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 |
| eFootball 2025 BRI Liga1 & Eropa |
v1.9.4 |
2026-09-24 |
1,194 |
Savedata version requested on save: 3 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc00000 PC 0830d7a8 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc003fc PC 0830d7a4 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc03fc0 PC 0830d784 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0ffffffc PC 0830d77c LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fffffc0 PC 0830d75c LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0ffffffc PC 0830d738 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc00000 PC 0830d704 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc00000 PC 0830d6f8 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc003fc PC 0830d6f4 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fffc000 PC 0830d6e0 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
MIPSCompileOp: Invalid instruction 000ff0ff |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
3 |
MIPSCompileOp: Invalid instruction 00000fff |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
2 |
Trying to compile instruction 00ff0ff0 that can't be interpreted |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc00000 PC 0830d654 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc00000 PC 0830d648 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc003fc PC 0830d644 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
4 |
Trying to compile instruction 0000fff0 that can't be interpreted |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc00000 PC 0830d5a4 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc00000 PC 0830d5a0 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0ffc0000 PC 0830d598 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
3 |
Trying to compile instruction 00000ff0 that can't be interpreted |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fc0003c PC 0830d504 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0ffc0000 PC 0830d4f4 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0ffffffc PC 0830d468 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0fffc000 PC 0830d3c0 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Trying to compile instruction 00fffff0 that can't be interpreted |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Trying to compile instruction 000ffff0 that can't be interpreted |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
1 |
Jump to invalid address: 0ffffffc PC 0830c888 LR 08000020 |
| eFootball Chelito 19 |
v1.10.3 |
2024-12-01 |
6 |
MIPSCompileOp: Invalid instruction 000fffff |
| JOGRESS V3 |
v1.10.3 |
2024-12-01 |
2 |
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 |
| eFootball 2025 By DILZZ PROJECTS V5 |
v1.10.3 |
2024-12-01 |
4 |
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 |
| eFootball Chelito 19 |
v1.9.4 |
2026-10-16 |
323 |
BREAK instruction hit |
| eFootball Euro y Copa America By T. Bendezu |
v1.10.3 |
2024-11-30 |
1 |
Branch in RSRTComp delay slot at 00010210 in block starting at 000101c4 |
| eFootball Euro y Copa America By T. Bendezu |
v1.10.3 |
2024-11-30 |
1 |
MIPSCompileOp: Invalid instruction 47003710 |
| eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2025-08-23 |
5 |
MIPSCompileOp: Invalid instruction 00000077 |
| eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2025-04-16 |
3 |
MIPSCompileOp: Invalid instruction 77710000 |
| TM ARTS ULTRA |
v1.10.3 |
2024-11-30 |
1 |
Savedata version requested on save: 3 |
| (homebrew) |
v1.10.3 |
2024-11-28 |
1 |
MIPSCompileOp: Invalid instruction 01020101 |
| DRAGON BALL BUDOKAI TENKAICHI ZERO |
v1.6.3 |
2025-01-01 |
37 |
Render to texture using CLUT with different strides 512 != 64 |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-07-16 |
54 |
80630007=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data |
| eFootball 2024 By RH12 Official |
v1.10.3 |
2024-11-27 |
1 |
Unknown syscall in known module 'sceNpAuth': 0xd99455dd |
| eFootball 2024 By RH12 Official |
v1.10.3 |
2024-11-27 |
1 |
Unknown syscall in known module 'sceNpAuth': 0xcd86a656 |
| BLUE LOCK BY RAYAN M'RAD |
v1.12.3-682-g6ee75ea69 |
2026-06-30 |
217 |
Savedata version requested on save: 3 |
| Daxter |
v1.10.3 |
2024-11-27 |
1 |
Render to area containing texture at 04110000 +0x136 |
| Daxter |
v1.10.3 |
2024-11-27 |
1 |
FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/04110000 |
| PATAPON |
v1.10.3 |
2024-11-27 |
1 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08227844, firstSym=082276c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227854, firstSym=082276e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227858, firstSym=082276e8, varData=00000000, extra=00000000
|
| eFootball Chelito 19 |
v1.9.4 |
2026-10-29 |
63 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000 |
| eFootball Chelito 19 |
v1.9.4 |
2026-06-06 |
46 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| PATCH SPARTAN11 |
v1.10.3 |
2024-11-26 |
4 |
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 |
| WWE2K24-V1.04 BY MANIA SVR |
v1.6.3 |
2026-06-20 |
11 |
80630007=sceAtracSetData(2, 08d4b180, 00004778): atracID uses different codec type than data |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.10.3 |
2024-11-26 |
3 |
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 |