Recent logs - v1.7

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Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-18 sceDmacMemcpy(dest=04126e80, src=0900c2e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-16 00000000=sceUtilityScreenshotInitStart(09d342e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-16 sceDmacMemcpy(dest=0415dcc0, src=0919e420, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-16 00000000=sceUtilityScreenshotInitStart(09d34288)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-15 sceDmacMemcpy(dest=04153f00, src=093e7540, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-14 sceDmacMemcpy(dest=04157780, src=093d2500, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-13 sceDmacMemcpy(dest=04160e80, src=0930e8a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-11 sceDmacMemcpy(dest=04162fc0, src=0928be80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-06 sceDmacMemcpy(dest=04172340, src=091b42e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-01 sceDmacMemcpy(dest=04153100, src=09371cc0, size=128): overlapping read
Killzone™: Liberation v1.7 2019-03-01 sceDmacMemcpy(dest=041ba500, src=093d5f30, size=13296): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.7 2019-03-01 sceDmacMemcpy(dest=09d63000, src=0844b800, size=1408): overlapping read
WWE 2K18 by GamerNafZ v1.7 2019-02-28 80630007=sceAtracSetData(2, 08d4b180, 0000d030): atracID uses different codec type than data
FINAL FANTASY 零式 ディスク1 v1.7 2019-02-27 sceDmacMemcpy(dest=086a3000, src=097c3040, size=48880): overlapping read
WWE 2K18 by GamerNafZ v1.7 2019-02-27 80630007=sceAtracSetData(2, 08d4b180, 0001b928): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-27 80630007=sceAtracSetData(2, 08d4b180, 00001988): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-27 80630007=sceAtracSetData(2, 08d4b180, 00018908): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-27 80630007=sceAtracSetData(2, 08d4b180, 000063e8): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-27 80630007=sceAtracSetData(2, 08d4b180, 00002e50): atracID uses different codec type than data
MX vs ATV™ Reflex v1.7 2019-02-22 Render to texture with incompatible formats 5 != 1 at 04146000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-02-21 sceDmacMemcpy(dest=04162300, src=09310b60, size=64): overlapping read
WWE 2K18 by GamerNafZ v1.7 2019-02-20 80630007=sceAtracSetData(2, 08d4b180, 00003da0): atracID uses different codec type than data
PES 2019 Russia World Cup v1.7 2019-02-20 Savedata version requested on save: 3
PES 2019 Russia World Cup v1.7 2019-02-20 Savedata version requested: 3
WWE 2K18 by GamerNafZ v1.7 2019-02-20 80630007=sceAtracSetData(2, 08d4b180, 0000f218): atracID uses different codec type than data
SBK-07 v1.7 2019-02-18 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09102840): duplicate handler
SBK-07 v1.7 2019-02-18 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090f97a0): duplicate handler
WWE 2K18 by GamerNafZ v1.7 2019-02-18 80630007=sceAtracSetData(2, 08d4b180, 000193f8): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-18 80630007=sceAtracSetData(2, 08d13140, 000267c8): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-18 80630007=sceAtracSetData(2, 08d13140, 0001f9a0): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-18 80630007=sceAtracSetData(2, 08d4b180, 00017558): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-18 80630007=sceAtracSetData(2, 08d4b180, 0001a348): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-27 80630007=sceAtracSetData(2, 08d13140, 000033c8): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-20 80630007=sceAtracSetData(2, 08d4b180, 00016720): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-13 80630007=sceAtracSetData(2, 08d4b180, 00019510): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-13 80630007=sceAtracSetData(2, 08d4b180, 0001e948): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-13 80630007=sceAtracSetData(2, 08d4b180, 00008918): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-13 80630007=sceAtracSetData(2, 08d4b180, 00003198): atracID uses different codec type than data
PARAPPA THE RAPPER v1.7 2019-02-12 Unknown GetPointer 072f14d7 PC 072f14d7 LR 08875574
PARAPPA THE RAPPER v1.7 2019-02-12 ReadFromHardware: Invalid address 065ff375 near PC 08875240 LR 0887525c
The Mystery Team v1.7 2019-02-12 Load/Save function 9 not coded. Title: UCES01536 Save: UCES01536 File: SECURE.BIN
Megamind v1.7 2019-02-12 Ignoring possible render to texture at 00198000 +0x48 / 64x64
WWE 2K18 by GamerNafZ v1.7 2019-02-12 Bad vertex address 00005880!
WWE 2K18 by GamerNafZ v1.7 2019-02-12 Bad vertex address 00004740!
WWE 2K18 by GamerNafZ v1.7 2019-02-12 Bad vertex address 00003480!
WWE 2K18 by GamerNafZ v1.7 2019-02-12 80630007=sceAtracSetData(2, 08d4b180, 0000b190): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-12 80630007=sceAtracSetData(2, 08d4b180, 000141f0): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-12 80630007=sceAtracSetData(2, 08d4b180, 0000b938): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-12 80630007=sceAtracSetData(2, 08d4b180, 00015a00): atracID uses different codec type than data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-02-11 sceDmacMemcpy(dest=0415ce80, src=09352f50, size=64): overlapping read
WWE 2K18 by GamerNafZ v1.7 2019-02-27 80630007=sceAtracSetData(2, 08d4b180, 000091d8): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-18 80630007=sceAtracSetData(2, 08d4b180, 0001cbc0): atracID uses different codec type than data
WWE 2K18 by GamerNafZ v1.7 2019-02-09 80630007=sceAtracSetData(3, 08d4b180, 00018700): atracID uses different codec type than data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-02-07 sceDmacMemcpy(dest=0418c240, src=0916bd80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-02-05 sceDmacMemcpy(dest=0419f540, src=093c6cc0, size=128): overlapping read
FIFA 14 - Du v1.7 2019-02-04 Error in shader program link: info: Link failed because of invalid fragment shader. fs: postshader (failed) // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen to compensate for dark lines #define
FIFA 14 - Du v1.7 2019-02-04 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens scree
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-02-02 sceDmacMemcpy(dest=041875c0, src=092d9480, size=128): overlapping read
Driver 76 v1.7 2019-02-01 JUMP to illegal address 015110b0 - ignoring! data=5110b0
Driver 76 v1.7 2019-02-01 Bad vertex address 01c131e2!
Dragon Ball Z: Tenkaichi Tag Team v1.7 2019-01-29 ReadFromHardware: Invalid address 04e2590f near PC 0881a994 LR 0881a994
FINAL FANTASY v1.7 2019-01-29 sceDmacMemcpy(dest=041bd200, src=08d9fff0, size=32768): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-01-28 sceDmacMemcpy(dest=0415aa00, src=091f9920, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-01-28 sceDmacMemcpy(dest=0416dc80, src=091ff120, size=128): overlapping read
FIFA 14 v1.7 2019-01-28 Error in shader program link: info: Link failed because of invalid fragment shader. fs: postshader (failed) // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen to compensate for dark lines #define
FIFA 14 v1.7 2019-01-28 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens scree
Crazy Taxi: Fare Wars v1.7 2019-01-27 ReadFromHardware: Invalid address 263f9205 near PC 088a4bf4 LR 088a4bf4
WWE 2K18 by GamerNafZ v1.7 2019-02-28 80630007=sceAtracSetData(2, 08d4b180, 0001f550): atracID uses different codec type than data
FINAL FANTASY v1.7 2019-01-26 sceDmacMemcpy(dest=04178000, src=08db8760, size=16384): overlapping read
LEGEND OF HEROES: TRAILS IN THE SKY SC v1.7 2019-01-25 sceDmacMemcpy(dest=0418f000, src=08e54b80, size=4096): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7 2019-03-08 sceDmacMemcpy(dest=0418ddc0, src=09168ee0, size=64): overlapping read
FIFA 09 v1.7 2019-01-25 Error in shader program link: info: Link failed because of invalid fragment shader. fs: postshader (failed) // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen to compensate for dark lines #define
FIFA 09 v1.7 2019-01-25 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens scree
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 02d04650
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 03786710
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 03b1f880
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 02d0a8e0
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 02cfe630
FIFA 13 - Du v1.7 2019-01-25 MIPSCompileOp: Invalid instruction 72746165
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 04e06ec0
FIFA 13 - Du v1.7 2019-01-25 MIPSCompileOp: Invalid instruction 00006475
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 02d0c280
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 07f7f4c0
FIFA 13 - Du v1.7 2019-01-25 MIPSCompileOp: Invalid instruction 7f800001
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 038c2d20
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 037712a0
FIFA 13 - Du v1.7 2019-01-25 MIPSCompileOp 696d6165 failed
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 02cfec50
FIFA 13 - Du v1.7 2019-01-25 MIPSCompileOp: Invalid instruction 000000ff
FIFA 13 - Du v1.7 2019-01-25 MIPSCompileOp: Invalid instruction 72645f33
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 07ffea40
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 02db57e0
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 07f7f5c0
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 07f7f150
FIFA 13 - Du v1.7 2019-01-25 MIPSCompileOp: Invalid instruction 435f3233
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 0378d150
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 03d20470
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 03980000
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 038c2dd0
FIFA 13 - Du v1.7 2019-01-25 Jump to invalid address: 07f5f000