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 |
Message |
GTA: Sindacco Chronicles |
v1.5.4-956-ga3bbe8791 |
2024-11-20 |
FBO created from existing depthbuffer as color, 00000000/00128000 and 00178000/00000000 |
GTA: Sindacco Chronicles |
v1.5.4-956-ga3bbe8791 |
2024-11-10 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000173, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.5.4-956-ga3bbe8791 |
2024-11-06 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:00000910 HWX T Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
GTA: Liberty City Stories |
v1.5.4-956-ga3bbe8791 |
2024-11-06 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00000000
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
Unexpected mpeg first timestamp: 0 / 0 |
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2 |
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
GTA: Sindacco Chronicles |
v1.5.4-956-ga3bbe8791 |
2024-09-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000146, pos=0, access=1, data=2, text=2 |
GTA: Sindacco Chronicles |
v1.5.4-956-ga3bbe8791 |
2024-08-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000013d, pos=0, access=1, data=2, text=2 |
GTA: Sindacco Chronicles |
v1.5.4-956-ga3bbe8791 |
2024-08-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000013b, pos=0, access=1, data=2, text=2 |
WWE 2K24
|
v1.5.4-956-ga3bbe8791 |
2024-08-10 |
GL ran out of GPU memory; switching to low memory mode |
Dragon Ball Z: Tenkaichi Tag Team |
v1.5.4-956-ga3bbe8791 |
2024-07-24 |
WriteToHardware: Invalid address 00000080 near PC 08a64804 LR 08834554 |
GTA: Sindacco Chronicles |
v1.5.4-956-ga3bbe8791 |
2024-07-18 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000014e, pos=0, access=1, data=2, text=2 |
SpongeBob SquarePants: The Yellow Avenger |
v1.5.4-956-ga3bbe8791 |
2024-07-07 |
Ignoring possible render to texture at 04172000 +0x90 / 128x128 |
MediEvil Resurrection™ |
v1.5.4-956-ga3bbe8791 |
2024-06-24 |
80630006=sceAtracSetData(2, 08e88340, 00008000): invalid RIFF header |
MediEvil Resurrection™ |
v1.5.4-956-ga3bbe8791 |
2024-06-24 |
80630006=sceAtracSetData(3, 08ea83c0, 00008000): invalid RIFF header |
MediEvil Resurrection™ |
v1.5.4-956-ga3bbe8791 |
2024-06-24 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=1 MC=2 |
WWE 2K24
|
v1.9.4 |
2024-11-21 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
WWE 2K24
|
v1.9.4 |
2024-11-21 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
WWE 2K24
|
v1.9.4 |
2024-11-13 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
WWE 2K24
|
v1.9.4 |
2024-11-23 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
God of War®: Ghost of Sparta |
v1.5.4-956-ga3bbe8791 |
2024-03-23 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01934001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®: Ghost of Sparta |
v1.5.4-956-ga3bbe8791 |
2024-03-23 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01934001:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®: Ghost of Sparta |
v1.5.4-956-ga3bbe8791 |
2024-03-23 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01934001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®: Ghost of Sparta |
v1.5.4-956-ga3bbe8791 |
2024-03-23 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01b34005:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:0 t:0 3: c:0 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®: Ghost of Sparta |
v1.5.4-956-ga3bbe8791 |
2024-03-23 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01b34005:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:0 t:0 3: c:0 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®: Ghost of Sparta |
v1.5.4-956-ga3bbe8791 |
2024-03-23 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01b34005:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:0 t:0 3: c:0 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball PC - V. |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
GTA: Sindacco Chronicles |
v1.5.4-956-ga3bbe8791 |
2024-09-30 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000169, pos=0, access=1, data=2, text=2 |
eFootball Chelito 19 |
v1.6.3 |
2024-07-20 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 40000000:00000914 HWX T Fog Tex Flat
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
GL ran out of GPU memory; switching to low memory mode |
NEED FOR SPEED™ UNDERCOVER |
v1.5.4-956-ga3bbe8791 |
2023-09-24 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00014150 HWX Tex TexProjPos UVMtx TessRevN
#version 300 es
precision highp float;
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
}
|
God of War: Ragnarok |
v1.7.5 |
2024-09-30 |
Rendering to framebuffer offset: 00162000 +256x0 |
God of War: Ragnarok |
v1.7.5 |
2024-10-11 |
Render to area containing texture at 00162000 +256x0 |
God of War: Ragnarok |
v1.7.5 |
2024-09-30 |
Ignoring possible render to texture at 00161800 +0x64 / 480x272 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2024-10-21 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2024-10-21 |
Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b |
God of War: Ragnarok |
v1.9.4 |
2024-09-30 |
Render to texture with different formats 0 != 3 |
God of War: Ragnarok |
v1.9.4 |
2024-09-30 |
Render to texture with different strides 1024 != 512 |
God of War: Ragnarok |
v1.9.4 |
2024-11-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
God of War: Ragnarok |
v1.9.4 |
2024-11-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
God of War: Ragnarok |
v1.9.4 |
2024-11-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2 |
God of War: Ragnarok |
v1.9.4 |
2024-11-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1 |
God of War: Ragnarok |
v1.9.4 |
2024-11-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
God of War: Ragnarok |
v1.9.4 |
2024-11-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2024-10-21 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |
eFootball Play-C |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
GTA: Sindacco Chronicles |
v1.7.5 |
2024-11-12 |
FBO created from existing depthbuffer as color, 00000000/00128000 and 00178000/00000000 |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2024-11-23 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
Unexpected mpeg first timestamp: 0 / 0 |
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2 |
GTA: Sindacco Chronicles |
v1.9.4 |
2024-11-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
eFootball Chelito 19 |
v1.6.3 |
2024-02-14 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0001d000 AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
eFootball Chelito 19 |
v1.6.3 |
2024-06-17 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:00000002 Tex Flat TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 40000000:00000012 THR Tex Flat
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
eFooTBall Play Cesar Patch |
v1.9.4 |
2024-11-23 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PES 2020 "C19" |
v1.5.4-956-ga3bbe8791 |
2023-03-31 |
Unknown GetPointer 3b6e84f2 PC 0884d7a4 LR 0884d7c4 |
eFooTBall Play Cesar Patch |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
eFootball PES 2020 "C19" |
v1.5.4-956-ga3bbe8791 |
2023-03-28 |
Unknown GetPointer ad20caf0 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2023 "SNE" |
v1.9.4 |
2024-11-22 |
Unknown GetPointer 00000000 PC 088287e0 LR 088287f0 |
eFootball PES 2020 "C19" |
v1.5.4-956-ga3bbe8791 |
2023-02-20 |
Unknown GetPointer e024ddf2 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2023 "SNE" |
v1.9.4 |
2024-11-23 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
eFootball PES 2023 "SNE" |
v1.9.4 |
2024-11-23 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PES 2023 "SNE" |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
Dante's Inferno™ |
v1.5.4-956-ga3bbe8791 |
2022-12-28 |
Render to area containing texture at 00162000 +256x0 |
Dante's Inferno™ |
v1.5.4-956-ga3bbe8791 |
2022-12-28 |
Ignoring possible render to texture at 00161800 +0x64 / 480x272 |
Dante's Inferno™ |
v1.5.4-956-ga3bbe8791 |
2022-12-28 |
Rendering to framebuffer offset: 00161800 +64x0 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
GL ran out of GPU memory; switching to low memory mode |
eFootball PES PPSSPP A3 2023 MOD FIFA |
v1.9.4 |
2024-11-14 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PES PPSSPP A3 2023 MOD FIFA |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.9.4 |
2024-09-06 |
ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
eFootball By TM ARTS |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.7.5 |
2024-11-17 |
Rendering to framebuffer offset: 000cc000 +65x0 |
Impossible Mission |
v1.9.4 |
2024-10-07 |
Savedata version requested: 3 |
WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.9.4 |
2024-11-23 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.9.4 |
2024-11-23 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.9.4 |
2024-11-23 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.9.4 |
2024-11-23 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
eFootball Chelito 19 |
v1.9.4 |
2024-11-14 |
GL ran out of GPU memory; switching to low memory mode |
eFootball Trailer 2022 |
v1.9.4 |
2024-11-17 |
Savedata version requested: 3 |
WWE MINI 2K22 BY DON MODDER |
v1.9.4 |
2024-11-18 |
sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid) |
UFL GAME By Haroun Z |
v1.9.4 |
2024-11-22 |
Savedata version requested: 3 |
PES HAROUN ZASIA 2022 |
v1.9.4 |
2024-11-20 |
Savedata version requested: 3 |
EFOOTBALL V. 1 BY PRFD |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
eFootball 2022 ASEAN |
v1.9.4 |
2024-10-21 |
Savedata version requested: 3 |