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Game title |
Version |
Latest Report |
Message |
eFootball PC - V. |
v1.7.2 |
2025-06-18 |
Unknown GetPointer 2c599dc2 PC 0884d5b0 LR 0884d7d4 |
PES 2013 |
v1.7.2 |
2025-06-12 |
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 |
PES 2013 |
v1.7.2 |
2025-06-12 |
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 Chelito 19 |
v1.7.2 |
2025-05-24 |
sceKernelSetCompiledSdkVersion606 unknown SDK: deadbeff (would crash) |
eFootball RB - V. |
v1.9.4 |
2025-07-03 |
Savedata version requested: 3 |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-06-27 |
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 |
2025-06-27 |
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 |
2025-06-27 |
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 |
2025-06-27 |
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 |
2025-06-27 |
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 |
2025-06-27 |
Bad vertex address 0013955c! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-06-27 |
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 |
2025-06-27 |
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 |
2025-06-27 |
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 |
2025-06-27 |
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 |
2025-06-27 |
Bad vertex address 001395e4! |
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED |
v1.7.2 |
2025-06-27 |
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 RB - V. |
v1.9.4 |
2025-07-03 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
eFootball RB - V. |
v1.9.4 |
2025-07-03 |
Savedata version requested on save: 3 |
eFootball RB - V. |
v1.9.4 |
2025-07-03 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball RB - V. |
v1.9.4 |
2025-07-03 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball RB - V. |
v1.9.4 |
2025-07-03 |
Savedata version requested: 3 |
eFOOTBALL BETWAY PREMIERSHIP |
v1.9.4 |
2025-07-03 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball CESAR - PATCH |
v1.9.4 |
2025-07-03 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball CESAR - PATCH |
v1.9.4 |
2025-07-03 |
Savedata version requested: 3 |
eFootball CESAR - PATCH |
v1.9.4 |
2025-07-03 |
Savedata version requested on save: 3 |
eFOOTBALL BETWAY PREMIERSHIP |
v1.9.4 |
2025-07-03 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFOOTBALL BETWAY PREMIERSHIP |
v1.9.4 |
2025-07-03 |
Savedata version requested on save: 3 |
eFOOTBALL BETWAY PREMIERSHIP |
v1.9.4 |
2025-07-03 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.7.2 |
2025-03-12 |
Unknown GetPointer 2c5b2cc2 PC 0884d5b0 LR 0884d7d4 |
PATCH SPARTAN11 |
v1.9.4 |
2025-07-03 |
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 |
2025-07-03 |
sceDmacMemcpy(dest=040cc000, src=086ce900, size=1251072): overlapping read |
eFootball PC - V. |
v1.9.4 |
2025-07-02 |
Game install with no files / data |
eFootball PC - V. |
v1.9.4 |
2025-07-03 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PC - V. |
v1.9.4 |
2025-07-03 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball PC - V. |
v1.9.4 |
2025-07-03 |
Savedata version requested on save: 3 |
eFootball PC - V. |
v1.9.4 |
2025-07-03 |
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 |
2025-07-03 |
Savedata version requested on save: 3 |
eFootball 2025 by MP |
v1.9.4 |
2025-07-03 |
Savedata version requested: 3 |
eFootball SM - V. |
v1.9.4 |
2025-07-01 |
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 |
2025-07-03 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball SM - V. |
v1.9.4 |
2025-07-03 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
eFootball SM - V. |
v1.9.4 |
2025-07-03 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball SM - V. |
v1.9.4 |
2025-07-03 |
Savedata version requested on save: 3 |
eFootball SM - V. |
v1.9.4 |
2025-07-03 |
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 |
2025-06-11 |
Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840 |
WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-06-25 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-06-23 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-07-03 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-07-03 |
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 |
2025-06-09 |
MIPSCompileOp: Invalid instruction 44f2af00 |