Recent logs - v1.10.3

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
eFootball Patch VanDeYann v2 v1.10.3 2025-10-27 5 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
EA FC 2024 BFARIS X LIO v1.10.3 2025-10-27 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
EA SPORTS FC26 BY GERTISGAMING v1.9.4 2026-08-03 96 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149308628
Assassin's Creed: Bloodlines™ v1.10.3 2025-10-26 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c03324, 4, 00000000, 0)
eFootball 2025 By Komo Valeri v1.9.4 2026-07-11 551 Savedata version requested on save: 3
NBA LIVE 06 v1.10.3 2025-10-25 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
eFootball RB - V. v1.11.3 2026-11-06 11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
eFootball RB - V. v1.12.3 2026-11-06 9 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
eFootball Chelito 19 v1.11.3 2026-04-25 5 MIPSCompileOp: Invalid instruction 475f5053
eFootball Chelito 19 v1.11.3 2026-04-25 5 MIPSCompileOp: Invalid instruction 63736964
eFootball PES 2024 "SN3" v1.10.3 2025-10-24 1 MIPSCompileOp: Invalid instruction 00000569
eFootball PES 2024 "SN3" v1.10.3 2025-10-24 1 MIPSCompileOp: Invalid instruction 0000023b
eFootball PES 2024 "SN3" v1.10.3 2025-10-24 1 MIPSCompileOp: Invalid instruction 0000051e
WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER v1.9.4 2026-09-03 3 80630006=sceAtracSetData(2, 08d4b180, 00010a7c): invalid RIFF header
WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER v1.10.3 2025-10-23 1 80630006=sceAtracSetData(3, 08d4b180, 000052e4): invalid RIFF header
SBK®08 Superbike World Championship v1.16.5 2025-12-05 3 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0907b8a0): duplicate handler
SBK®08 Superbike World Championship v1.16.5 2025-12-05 3 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f61fe0): duplicate handler
eFootball RB - V. v1.9.4 2026-10-03 416 MIPSCompileOp: Invalid instruction 46800499
eFootball RB - V. v1.11.3-1679-g195662497 2026-07-16 13 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/fb7846e2, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/f1b73d12, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/e0cf8091, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/d9392ccb, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/d2b18485, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/cc0a8bda, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/c6a8bee2, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/c56949ad, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/beb47224, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/b8476cf4, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/b7d3c112, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/b4d1cbbf, already implemented in HLE.
Ratchet v1.10.3 2025-10-22 1 Ignoring func export sceCcc/a62e6e80, already implemented in HLE.
eFootball 2026 StaR Patch v1.9.4 2026-11-07 10 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
eFootball 2026 StaR Patch v1.9.4 2026-11-07 10 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
eFootball 2025 by MP v1.9.4 2026-05-03 7 sceMp3Init: invalid data: not 44.1kHz
eFootball 2025 by MP v1.10.3 2025-10-22 3 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
BETEGAMING12 v1.9.4 2026-02-09 14 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
BETEGAMING12 v1.9.4 2026-04-16 7 sceMp3Init: invalid data: not MPEG v1
eFootball RB - V. v1.10.3 2025-10-21 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
eFootball RB - V. v1.11.3 2026-10-22 10 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
eFootball RB - V. v1.10.3 2026-10-22 5 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
eFootball RB - V. v1.10.3 2026-10-22 6 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
eFootball RB - V. v1.10.3 2026-10-22 6 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
eFootball RB - V. v1.10.3 2026-10-22 6 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
eFootball RB - V. v1.10.3 2026-10-22 6 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
eFootball RB - V. v1.10.3 2026-10-22 6 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
eFootball RB - V. v1.10.3 2026-10-22 5 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
eFootball RB - V. v1.10.3 2026-10-22 5 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
eFootball RB - V. v1.10.3 2026-10-22 5 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
eFootball RB - V. v1.11.3 2026-10-22 9 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
eFootball RB - V. v1.10.3 2026-10-22 12 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
eFootball RB - V. v1.10.3 2026-10-22 12 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
eFootball RB - V. v1.10.3 2026-10-22 12 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
eFootball RB - V. v1.10.3 2026-10-22 11 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
eFootball RB - V. v1.11.3 2026-10-22 7 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
eFootball RB - V. v1.10.3 2026-10-22 5 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
eFootball RB - V. v1.10.3 2026-10-22 5 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
eFootball RB - V. v1.10.3 2026-10-22 4 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
eFootball RB - V. v1.10.3 2026-10-22 4 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
eFootball RB - V. v1.10.3 2026-10-22 4 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
eFootball RB - V. v1.10.3 2026-10-22 4 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
eFootball RB - V. v1.10.3 2026-10-22 3 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
eFootball Lop - Play v1.9.4 2026-11-07 327 80630006=sceAtracSetDataAndGetID(09a25200, 00003000): invalid RIFF header
eFootball Lop - Play v1.9.4 2026-11-08 384 80630006=sceAtracSetDataAndGetID(09a25200, 00003800): invalid RIFF header
eFootball Edicion Mundial de Clubes By T. Bendezu v1.10.3 2025-10-19 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
Assassin's Creed: Bloodlines™ v1.10.3 2025-10-18 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5db34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2025-10-18 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5db34, 4, 00000000, 0)
eFootball PES 2025 By Phil X Gaming v1.9.4 2026-05-19 24 Savedata version requested on save: 3
F1 2009 v1.10.3 2025-10-17 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
WWE All Stars v1.10.3 2025-10-17 2 FBO using existing buffer as depthbuffer, 04040000/04000000 and 04000000/04000000
eFootball Lop - Play v1.9.4 2026-11-02 8 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08849a58
eFootball Lop - Play v1.9.4 2026-10-23 6 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856c34
Dragon Ball Z: Tenkaichi Tag Team Demo v1.10.3 2025-10-16 1 Rendering to framebuffer offset: 04162000 +256x0
eFootball Lop - Play v1.10.3 2026-09-23 12 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
eFootball Lop - Play v1.10.3 2026-09-23 9 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
eFootball Lop - Play v1.10.3 2026-09-23 11 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
eFootball Lop - Play v1.10.3 2026-09-23 27 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
eFootball Lop - Play v1.10.3 2026-09-23 29 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
eFootball Lop - Play v1.10.3 2026-09-23 30 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
eFootball Lop - Play v1.10.3 2026-09-23 28 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
eFootball Lop - Play v1.10.3 2026-09-23 9 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
eFootball Edicion Mundial de Clubes By T. Bendezu v1.10.3 2025-10-16 1 WriteToHardware: Invalid address 020b2a5b near PC 0880b454 LR 0880b460
Manhunt 2 v1.10.3 2025-10-16 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040
Manhunt 2 v1.10.3 2025-10-16 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628
Manhunt 2 v1.10.3 2025-10-16 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464
EA-Sports FC Lop-Play v1.9.4 2025-12-27 3 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856c34
MYFP26 ENGLISH v1.10.3 2025-10-15 1 Error in shader compilation: info: Compile failed. ERROR: 0:351: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:351: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:351: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:351: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:354: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:354: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:354: 'assign' : cannot convert from 'int' to '3-component vector of float' ERROR: 0:375: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:375: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:375: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:375: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:384: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:384: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:384: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:384: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:387: 'mul' : undeclared identifier ERROR: 0:387: invalid function call 17 compilation errors. No code generated. postshader #ifdef GL_ES precision mediump float; #endif // 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 2 //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 FX
eFootball RB - V. v1.9.4 2026-11-02 3,039 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
SBK®09 Superbike World Championship v1.10.3 2025-10-15 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0906efa0): duplicate handler
SBK®09 Superbike World Championship v1.10.3 2025-10-15 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090717e0): duplicate handler
SBK®09 Superbike World Championship v1.10.3 2025-10-15 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0906efd0): duplicate handler
Moto3 21 by ARIAN v1.10.3 2025-10-14 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09154380): duplicate handler
Moto3 21 by ARIAN v1.10.3 2025-10-13 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0927c9b0): duplicate handler
EA FC 2024 BY RA-PATCH v1.10.3 2025-10-13 2 sceMp3Init: invalid data: not 44.1kHz
EA FC 2024 BY RA-PATCH v1.10.3 2025-10-13 1 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
MYFP26 ENGLISH v1.8.0 2026-09-16 1,948 MIPSCompileOp: Invalid instruction 01010101
EA FC 2024 BY FUMA GOONERS v1.9.4 2026-09-29 144 Savedata version requested on save: 3
MYFP26 ENGLISH v1.9.4 2026-10-16 360 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
EA-Sports FC PC-V v1.10.3 2025-10-11 1 80020190=sceNetAdhocInit(): out of memory, 00001000 stack requested
SBK®09 Superbike World Championship v1.10.3 2025-10-10 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092661a0): duplicate handler

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