Recent logs - v1.7.2

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Game title Version Latest Report Message
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013960c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013963c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013974c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001396fc!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013979c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139594!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139774!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001396ac!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139684!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139724!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001396a0!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001396e6!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013965c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013961c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013974a!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001397c2!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013946c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013966c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139494!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001397c4!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001395ee!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001396bc!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001395bc!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139772!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001395d8!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013956c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013959c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013955c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001394bc!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013970e!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013979a!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013973e!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001396d4!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139634!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139584!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013951c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013950c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139694!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001394f4!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139702!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139534!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 0013977a!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001395e4!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 001394e4!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.7.2 2025-04-05 Bad vertex address 00139544!
eFootball Chelito 19 v1.7.2 2025-03-12 Unknown GetPointer 2c5b2cc2 PC 0884d5b0 LR 0884d7d4
PATCH SPARTAN11 v1.9.4 2025-04-26 Savedata version requested: 3
Killzone™: Liberation v1.7.2 2025-03-04 sceDmacMemcpy(dest=04113500, src=096d7410, size=1280): overlapping read
eFootball PES 2020 "C19" v1.7.2 2025-03-03 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 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.3 //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 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 //================ #define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader #define brightness 2.5 //Default: 1.0 #define contrast 1.23 //Default: 1.0 //negative will be... well negative;p #define red 0.55 //Default: 1.0 #define green 0.55 //Default: 1.0 #define blue 0.55 //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 1 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.2 //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 1.8 //Default: 2.8 /brightens screen to compensate for dark lines #define SLpower 0.4 //Default: 0.4 /less/more = darker
eFootball PES 2020 "C19" v1.7.2 2025-03-03 Error in shader compilation: info: 0:456: S0001: No matching overload for function 'mix' found 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 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.3 //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 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 //================ #define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader #define brightness 2.5 //Default: 1.0 #define contrast 1.23 //Default: 1.0 //negative will be... well negative;p #define red 0.55 //Default: 1.0 #define green 0.55 //Default: 1.0 #define blue 0.55 //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 1 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.2 //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 1.8 //Default: 2.8 /brightens screen to compensate for dark lines #define SLpower 0.4 //Default: 0.4 /less/more = darker/b
eFootball PC - V. v1.9.4 2025-04-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PC - V. v1.9.4 2025-04-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball PC - V. v1.9.4 2025-04-26 Savedata version requested on save: 3
eFootball PC - V. v1.9.4 2025-04-26 Savedata version requested: 3
WWE 2K25 BY LETSKIMODZ v1.7.2 2025-02-14 Render to area containing texture at 000cc000 +64x0
WWE 2K25 BY LETSKIMODZ v1.7.2 2025-02-14 Rendering to framebuffer offset: 000cc000 +65x0
eFootball 2025 by MP v1.9.4 2025-04-25 Savedata version requested on save: 3
eFootball 2025 by MP v1.9.4 2025-04-26 Savedata version requested: 3
eFootball SM - V. v1.9.4 2025-04-25 Game install with no files / data
WWE SmackDown vs. RAW 2010 Revamped Edition v1.7.2 2025-03-10 80630007=sceAtracSetData(2, 08bd5600, 00007f20): atracID uses different codec type than data
WWE SmackDown vs. RAW 2010 Revamped Edition v1.7.2 2025-01-29 80630007=sceAtracSetData(2, 08bd5600, 000097e0): atracID uses different codec type than data
eFootball Chelito 19 v1.7.2 2025-01-26 Jump to invalid address: 07a827a8
eFootball SM - V. v1.9.4 2025-04-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball SM - V. v1.9.4 2025-04-25 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
eFootball SM - V. v1.9.4 2025-04-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball SM - V. v1.9.4 2025-04-26 Savedata version requested on save: 3
eFootball SM - V. v1.9.4 2025-04-26 Savedata version requested: 3
eFootball Play-C v1.7.2 2025-01-15 ReadFromHardware: Invalid address e52956e5 near PC e52956e5 LR 08000018
WWE 2K25 BY LETSKIMODZ v1.9.4 2025-04-22 Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840
WWE 2K25 BY LETSKIMODZ v1.9.4 2025-04-24 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
WWE 2K25 BY LETSKIMODZ v1.9.4 2025-04-24 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
WWE 2K25 BY LETSKIMODZ v1.9.4 2025-04-24 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
WWE 2K25 BY LETSKIMODZ v1.9.4 2025-04-24 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2010 Revamped Edition v1.7.5 2025-03-13 Rendering to framebuffer offset: 000cc000 +65x0
WWE SmackDown vs. RAW 2010 Revamped Edition v1.7.5 2025-03-13 Render to area containing texture at 000cc000 +64x0
vFinal. DFU25 v1.9.4 2025-03-09 Savedata version requested on save: 3
vFinal. DFU25 v1.7.2 2025-01-16 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (18)
vFinal. DFU25 v1.7.2 2025-01-16 80630006=sceAtracSetDataAndGetID(09a25200, 00000800): invalid RIFF header
BOMBA PATCH FL 2025 v1.7.2 2025-01-25 Savedata version requested on save: 3
PES 2014 v1.7.2 2024-12-29 Returned from deleted module start/stop func
vFinal. DFU25 v1.7.5 2025-04-18 MIPSCompileOp: Invalid instruction 44f2af00
eFootball 2025 By Komo Valeri v1.9.4 2025-04-10 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball 2025 By Komo Valeri v1.9.4 2025-04-16 Savedata version requested on save: 3
eFootball Chelito 19 v1.7.2 2024-12-27 Unknown GetPointer 2c5f97c2 PC 0884d5b0 LR 0884d7d4
vFinal. DFU25 v1.7.2 2025-02-09 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2025-04-04 sceDmacMemcpy(dest=04154000, src=0948f1f0, size=557056): overlapping read
BOMBA PATCH FL 2025 v1.7.2 2025-02-19 Savedata version requested: 3
vFinal. DFU25 v1.9.4 2025-04-25 Savedata version requested: 3
Crash® of the Titans v1.7.2 2024-12-15 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00200800 LM Fog #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f04444:00000b05 HWX T N LM Fog Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
eFootball PC - V. v1.9.4 2025-04-18 sceDmacMemcpy(dest=040cc000, src=09517200, size=557056): overlapping read
eFootball v1.9.4 2025-04-26 Savedata version requested: 3
eFootball Euro y Copa America By T. Bendezu v1.8.0 2025-04-03 Unknown GetPointer 80020142 PC 08220d4c LR 08220d4c
eFootball PC - V. v1.9.4 2025-04-15 sceDmacMemcpy(dest=04154000, src=0927e200, size=557056): overlapping read
eFootball Chelito 19 v1.7.2 2024-11-18 Unknown GetPointer 2c560cc2 PC 0884d5b0 LR 0884d7d4
eFootball Chelito 19 v1.9.4 2024-11-14 ReadFromHardware: Invalid address 11f919f0 near PC 11f919f0 LR 11f919f0
eFootball PC - V. v1.9.4 2025-04-22 sceDmacMemcpy(dest=092ed040, src=086ce900, size=1251072): overlapping read
eFootball 2025 By Komo Valeri v1.9.4 2025-04-23 Savedata version requested: 3
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.9.4 2025-04-15 Unknown GetPointer 00000000 PC 0887b940 LR 0887b940
eFootball PES 2024 "K25" v1.9.4 2025-04-20 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PES 2024 "K25" v1.9.4 2025-04-02 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read