Recent logs - v1.7.2

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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