Recent logs - v1.6.3

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Game title Version Latest Report Message
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-26 Branch in RSRTComp delay slot at 0880e0c4 in block starting at 0880e0c0
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-26 MIPSCompileOp: Invalid instruction cc3f0068
Def Jam® Fight For NY™: The Takeover v1.6.3 2024-04-26 sceDmacMemcpy(dest=098462c0, src=08400000, size=31360): overlapping read
討鬼伝 v1.6.3 2024-04-26 sceDmacMemcpy(dest=09a123e0, src=09b9f580, size=31676): overlapping read
討鬼伝 v1.6.3 2024-04-25 sceDmacMemcpy(dest=09a122a0, src=09b9f580, size=31676): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-25 ReadFromHardware: Invalid address 003a01b0 near PC 0880df9c LR 0880df9c
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-25 ReadFromHardware: Invalid address 003a01aa near PC 0880df9c LR 0880df9c
PES Ultimate Patch 2021 v1.6.3 2024-04-25 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 40000000:00000910 HWX T Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; flat out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PETER JACKSON'S KING KONG v1.6.3 2024-04-24 sceMpegRingbufferPut(): invalid mpeg data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.6.3 2024-04-24 GL ran out of GPU memory; switching to low memory mode
eFootball Chelito 19 v1.6.3 2024-04-23 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-22 ReadFromHardware: Invalid address 2eff5f0c near PC 0885eaf0 LR 089a6f00
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-21 WriteToHardware: Invalid address 292d5acc near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-21 MIPSCompileOp: Invalid instruction 9c2f9b80
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-21 MIPSCompileOp: Invalid instruction 9c2ffc00
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-21 MIPSCompileOp: Invalid instruction 9f54fc80
God of War: Chains of Olympus v1.6.3 2024-04-21 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:01800802 Tex LM 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01010000:00000b19 HWX C T N LM Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2024-04-20 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:0000001c C Fog Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = position.w; gl_Position = u_proj * vec4(position.xyz, 1.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-20 ReadFromHardware: Invalid address 2b7ee18a near PC 0887ed70 LR 089aa490
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-20 WriteToHardware: Invalid address 2b7ee18a near PC 0887ed70 LR 089aa490
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-20 ReadFromHardware: Invalid address 1d1a70c2 near PC 08840fc0 LR 08840fcc
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-20 ReadFromHardware: Invalid address 0c07f44c near PC 08a552d0 LR 08a552d0
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-19 WriteToHardware: Invalid address 20b33edd near PC 089aa10c LR 089aa490
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-19 MIPSCompileOp: Invalid instruction 73b93122
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-19 WriteToHardware: Invalid address 3deb0531 near PC 089aa10c LR 089aa490
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-25 ReadFromHardware: Invalid address 2ecf588c near PC 0885eaf0 LR 089a6f00
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-19 ReadFromHardware: Invalid address 3c607639 near PC 089aa10c LR 089aa490
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-19 WriteToHardware: Invalid address 3c607639 near PC 089aa10c LR 089aa490
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-20 WriteToHardware: Invalid address 3fdc28fe near PC 08a552d0 LR 08a552d0
eFooTBall Play Cesar Patch v1.6.3 2024-04-15 Error in shader program link: info: No vertex shader attached. fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 40000000:00000914 HWX T Fog Tex Flat #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-25 ReadFromHardware: Invalid address 2ecee08c near PC 0885eaf0 LR 089a6f00
討鬼伝 v1.6.3 2024-04-14 sceDmacMemcpy(dest=09a22700, src=09b9f580, size=32768): overlapping read
eFootball Chelito 19 v1.6.3 2024-04-13 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 40000000:00000910 HWX T Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; flat out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00250010) P: s8 C: 565 Morph: 2 (size: 12)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (0005000a) P: s8 C: ? T: u16 Morph: 2 (size: 8)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (0024000b) P: s8 C: ? T: f Morph: 2 (size: 8)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00050003) P: s8 T: f Morph: 2 (size: 24)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00840003) P: s8 T: f Morph: 2 (through) (size: 24)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00e40005) P: s8 C: ? T: u8 Morph: 2 (through) (size: 6)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00240033) P: s8 N: s8 C: 565 T: f Morph: 2 (size: 32)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00c00029) P: s8 N: s8 C: ? T: u8 (through) (size: 6)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (0060001b) P: s8 C: 4444 T: f (size: 16)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00e4000d) P: s8 C: ? T: u8 Morph: 2 (through) (size: 6)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00440014) P: s8 C: 5551 Morph: 2 (size: 12)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Bad vertex address 00b25889!
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Bad vertex address 00872ae9!
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Bad index address 0dc72999!
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00420053) P: s8 N: s16 C: 565 T: f (size: 20)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (0021006c) P: s8 N: f C: ? (size: 16)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Vertices without position found: (00400022) P: s8 N: s8 T: u16 (size: 10)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 ReadFromHardware: Invalid address 2eff370c near PC 0885eaf0 LR 089a6f00
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 Branch in Jump delay slot at 098f52e4 in block starting at 098f524c
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-13 ReadFromHardware: Invalid address deae0cf7 near PC 098e1a28 LR 098e19d0
eFootball Chelito 19 v1.6.3 2024-04-12 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-11 WriteToHardware: Invalid address 91e3ebbc near PC 0880dcc8 LR 0880dcc8
Def Jam® Fight For NY™: The Takeover v1.6.3 2024-04-11 sceDmacMemcpy(dest=099d1140, src=08400000, size=724736): overlapping read
Syphon Filter™ Dark Mirror v1.6.3 2024-04-10 Unexpected mpeg first timestamp: 4fa79aec6c3 / 5473829832387
Syphon Filter™ Dark Mirror v1.6.3 2024-04-10 Unexpected mpeg first timestamp: 2877d2fc02d / 2780944121901
Spider-Man 3 v1.6.3 2024-04-08 MIPSCompileOp: Invalid instruction 01010001
PES 2014 v1.6.3 2024-04-07 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2014 v1.6.3 2024-04-07 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:00000910 HWX T Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-07 ReadFromHardware: Invalid address 2effaf0c near PC 0885eaf0 LR 089a6f00
eFootball Chelito 19 v1.6.3 2024-04-06 __KernelStopThread: thread 535 does not exist
eFootball Chelito 19 v1.6.3 2024-04-06 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:00000914 HWX T Fog Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-05 ReadFromHardware: Invalid address 2eff35cc near PC 0885eaf0 LR 089a6f00
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-05 ReadFromHardware: Invalid address 2eff474c near PC 0885eaf0 LR 089a6f00
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-04 Branch in Jump delay slot at 09da73b0 in block starting at 09da0000
eFootball Chelito 19 v1.6.3 2024-04-03 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00004000:00000000 Flat #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 40000000:00000002 THR Flat #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-02 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00000000 #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000900 HWX T #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-02 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00000032 Tex TexAlpha TFuncAdd #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a * t.a); fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
eFootball Chelito 19 v1.6.3 2024-04-01 Unknown GetPointer 2c661bc2 PC 0884d5b0 LR 0884d7d4
eFootball Chelito 19 v1.6.3 2024-03-31 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 40000000:00000014 Fog Tex Flat #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = position.w; gl_Position = u_proj * vec4(position.xyz, 1.0); }
eFootball Chelito 19 v1.6.3 2024-03-31 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000014 Fog Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = position.w; gl_Position = u_proj * vec4(position.xyz, 1.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-22 ReadFromHardware: Invalid address 2eff5dcc near PC 0885eaf0 LR 089a6f00
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-31 ReadFromHardware: Invalid address 2f0011cc near PC 0885eaf0 LR 089a6f00
LittleBigPlanet™ v1.6.3 2024-03-30 Render to area containing texture at 00198000 +256x0
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-30 ReadFromHardware: Invalid address 2effe74c near PC 0885eaf0 LR 089a6f00
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-21 ReadFromHardware: Invalid address 00000001 near PC 088ab2f8 LR 088ab2b0
eFootball PES 2023 "SNE" v1.6.3 2024-03-29 MIPSCompileOp: Invalid instruction 000003de
eFootball PES 2023 "SNE" v1.6.3 2024-03-29 MIPSCompileOp: Invalid instruction 000002e8
eFootball PES 2023 "SNE" v1.6.3 2024-03-29 MIPSCompileOp: Invalid instruction 0000eeff
eFootball PES 2023 "SNE" v1.6.3 2024-03-29 MIPSCompileOp: Invalid instruction 00ff00ff
eFootball PES 2023 "SNE" v1.6.3 2024-03-29 MIPSCompileOp: Invalid instruction 0000027e
eFootball Chelito 19 v1.6.3 2024-03-28 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 40000000:00000910 HWX T Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-28 WriteToHardware: Invalid address 00000019 near PC 0880e140 LR 0880e140
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-28 Unknown GE command : fe3e0000
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-28 MIPSCompileOp: Invalid instruction 0000f294
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-28 Render to texture with different strides 512 != 1364
eFootball Chelito 19 v1.6.3 2024-03-28 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01770000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
eFootball Chelito 19 v1.6.3 2024-03-28 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
eFootball Chelito 19 v1.6.3 2024-03-28 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:00000910 HWX T Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; flat out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-28 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00002992:00800022 Tex TexAlpha 2x ReplaceBlend_2A:6_B:10_Eq:2 TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-04-02 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00001d83:00000000 ReplaceBlend_3A:6_B:7_Eq:0 #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-28 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00002982:00800022 Tex TexAlpha 2x ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-28 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00002982:00800022 Tex TexAlpha 2x ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-28 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00001d83:00800022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
FIFA 22 By Tutoriales Bendezu v1.6.3 2024-03-26 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
WWE'12 v1.6.3 2024-03-26 sceDmacMemcpy(dest=0415dc20, src=0949a620, size=65552): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-26 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00000000 #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2024-03-25 Jump to invalid address: 05b71000