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Game title Version Latest Report Message
Prince of Persia - Revelations v1.8.0 2019-08-22 80630006=sceAtracSetDataAndGetID(09657bc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.8.0 2019-08-22 80630006=sceAtracSetDataAndGetID(095c36c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.8.0 2019-08-22 80630006=sceAtracSetDataAndGetID(097512c0, 00000800): invalid RIFF header
碧の軌跡 v1.6.3-492-g9fddfff66 2019-08-22 sceDmacMemcpy(dest=04172d00, src=08fe46f0, size=8192): overlapping read
Tomb Raider: Anniversary™ v1.8.0 2019-08-22 sceDmacMemcpy(dest=041a6800, src=09c0b500, size=9216): overlapping read
デジモンワールド リ:デジタイズ v1.8.0 2019-08-22 sceDmacMemcpy(dest=090e1640, src=090e1280, size=960): overlapping read
Final Fantasy® v1.7.5 2019-08-22 sceDmacMemcpy(dest=04174000, src=08eaa5f0, size=131072): overlapping read
ROTTATOUILLE v1.8.0 2019-08-22 sceDmacMemcpy(dest=04088000, src=085806c0, size=557056): overlapping read
討鬼伝 極 v1.7.5 2019-08-22 ReadFromHardware: Invalid address 00000064 near PC 08817980 LR 0881655c
討鬼伝 極 v1.7.5 2019-08-22 WriteToHardware: Invalid address 00000000 near PC 08817980 LR 0881655c
マクロストライアングルフロンティア v1.8.0 2019-08-22 Render to area containing texture at 04044000 +152x16
Prince of Persia The Forgotten Sands™ v1.8.0 2019-08-22 Unknown GetPointer 00000000 PC 088684ac LR 088684ac
CRISIS CORE -FINAL FANTASY VII- v1.8.0 2019-08-22 sceDmacMemcpy(dest=09567900, src=08654820, size=233472): overlapping read
SOUL EATER BATTLE RESONANCE v1.8.0-296-g40d2d0601 2019-08-22 WriteToHardware: Invalid address ffffed2e near PC 0890cf18 LR 0890a1fc
MONSTER HUNTER FREEDOM UNITE™ v1.8.0 2019-08-22 sceDmacMemcpy(dest=09d63000, src=084b7800, size=3072): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.8.0 2019-08-22 sceDmacMemcpy(dest=0414e000, src=095d3210, size=226592): overlapping read
The 3rd Birthday® v1.8.0 2019-08-22 sceDmacMemcpy(dest=08fe8f40, src=09f58fc0, size=10304): overlapping read
PATAPON v1.8.0 2019-08-22 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00001d83:00800022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader program link: info: (unknown reason) fs: 00000000:009fd022 Tex TexAlpha 2x TFuncMod AlphaTest0 > ColorTest0 != (failed) #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if (v.a < 0.002) discard; if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) discard; fragColor0 = v; } vs: 00000000:0000001a THR C Tex (failed) #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; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00000000:00010150 HWX Tex TexProjPos UVMtx #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00000000:009fd022 Tex TexAlpha 2x TFuncMod AlphaTest0 > ColorTest0 != #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if (v.a < 0.002) discard; if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) discard; fragColor0 = v; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = vec2(textureSize(tex, 0)); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0)
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader program link: info: (unknown reason) fs: 00001d83:0080d022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest > (failed) #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex (failed) #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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader program link: info: (unknown reason) fs: 00000000:00000040 Depal (failed) #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000900 HWX T (failed) #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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader program link: info: (unknown reason) fs: 00001d83:00800022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod (failed) #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex (failed) #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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader program link: info: (unknown reason) fs: 00000000:0001d000 AlphaTest0 > (failed) #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:0000000a THR C (failed) #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; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00011d83:0080d022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader program link: info: (unknown reason) fs: 00011d83:0080d022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest > (failed) #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex (failed) #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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00000000:00000040 Depal #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 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; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) stencil #ifdef GL_ES precision highp float; #endif #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00000000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if (v.a < 0.002) discard; fragColor0 = v; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00000000:0001d000 AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00001d83:00000000 ReplaceBlend_3A:6_B:7_Eq:0 #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 00001d83:0080d022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; fragColor0 = v; }
Tom Clancy's Splinter Cell® Essentials v1.8.0 2019-08-22 Jump to invalid address: 031d8f00
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.7.1 2019-08-22 80020190=sceKernelStartModule(000001d2, 00000000, 00000000, 09fd0dd0, 00000000): out of memory, 00040000 stack requested
デジモンワールド リ:デジタイズ v1.8.0 2019-08-22 sceDmacMemcpy(dest=090d00d8, src=090cfe80, size=600): overlapping read
GUILTYGEAR XX ΛCORE PLUS v1.8.0 2019-08-22 sceDmacMemcpy(dest=04088000, src=04144000, size=29440): overlapping read
真・三國無双6 Special v1.8.0 2019-08-22 sceDmacMemcpy(dest=0932e320, src=09ece440, size=32768): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-08-22 sceDmacMemcpy(dest=04162640, src=0934f260, size=64): overlapping read
Def Jam® Fight For NY™: The Takeover v1.6.3-492-g9fddfff66 2019-08-22 sceDmacMemcpy(dest=098248c0, src=08400000, size=72384): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.8.0 2019-08-22 sceDmacMemcpy(dest=0414e000, src=095af300, size=256144): overlapping read
The 3rd Birthday v1.6.3-492-g9fddfff66 2019-08-22 sceDmacMemcpy(dest=08fed5c0, src=09f57fc0, size=10304): overlapping read
Def Jam® Fight For NY™: The Takeover v1.6.3-492-g9fddfff66 2019-08-22 sceDmacMemcpy(dest=09a10540, src=08400000, size=724736): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-22 00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[00000130], 12ee3280, 09fce8c4[08f18840]): invalid pointers
Def Jam® Fight For NY™: The Takeover v1.8.0 2019-08-22 sceDmacMemcpy(dest=0975fe40, src=08400000, size=641344): overlapping read
Medal of Honor Heroes™ 2 v1.6.3-492-g9fddfff66 2019-08-21 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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: 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Medal of Honor Heroes™ 2 v1.6.3-492-g9fddfff66 2019-08-21 Error in shader program link: info: (unknown reason) fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 300 es 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 = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Medal of Honor Heroes™ 2 v1.6.3-492-g9fddfff66 2019-08-21 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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: 00000000:00000010 Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Medal of Honor Heroes™ 2 v1.6.3-492-g9fddfff66 2019-08-21 Error in shader program link: info: (unknown reason) fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 300 es 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Medal of Honor Heroes™ 2 v1.6.3-492-g9fddfff66 2019-08-21 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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: 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Medal of Honor Heroes™ 2 v1.6.3-492-g9fddfff66 2019-08-21 Error in shader program link: info: (unknown reason) fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 300 es 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 = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000001c C Fog Tex #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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
NARUTO: Ultimate Ninja Heroes 2 v1.7.5 2019-08-21 sceDmacMemcpy(dest=04088000, src=09563230, size=475136): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2019-08-21 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00000022 Tex TexAlpha 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 = p * t; 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 highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2019-08-21 Error in shader program link: info: Link Error: Vertex 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: 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 highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2019-08-21 Error in shader program link: info: Link Error: Vertex shader is missing. 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: 00000000:0000000a 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); }
Crash™ Tag Team Racing v1.8.0 2019-08-21 80630006=sceAtracSetDataAndGetID(09e223c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.8.0 2019-08-21 80630006=sceAtracSetDataAndGetID(09e35480, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.8.0 2019-08-21 80630006=sceAtracSetDataAndGetID(09e0d380, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.8.0 2019-08-21 80630006=sceAtracSetDataAndGetID(09de7b40, 00014000): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-08-21 sceDmacMemcpy(dest=04177040, src=0933d280, size=128): overlapping read
Medal of Honor Heroes™ 2 v1.6.3-492-g9fddfff66 2019-08-21 Error in shader program link: info: (unknown reason) fs: 00000000:0000038e Tex TClampST TFuncRepl #version 300 es precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); 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; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Untold Legends: Brotherhood of the Blade v1.6.3 2019-08-21 VTYPE with morph used: THRU=0 TC=0 COL=0 POS=2 NRM=0 WT=0 NW=1 IDX=1 MC=2
デジモンワールド リ:デジタイズ v1.7.4 2019-08-21 sceDmacMemcpy(dest=090d10e0, src=090d0f00, size=480): overlapping read
実況パワフルプロ野球2013 v1.8.0-550-g8fa643f46 2019-08-21 Render to area containing texture at 04182000 +0x32
CRISIS CORE -FINAL FANTASY VII- v1.8.0 2019-08-21 sceDmacMemcpy(dest=09212fc0, src=087b3900, size=133120): overlapping read
Race Driver 2006 v1.8.0 2019-08-21 Unknown GetPointer 00000000 PC 08000000 LR 08000000
CDM FIFA v1.6.3-492-g9fddfff66 2019-08-21 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:000000a2 Tex TexAlpha TClamp TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 023e9000
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Branch in RSRTComp delay slot at 088b7501 in block starting at 088b74f5
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction cd3c0537
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 04460221
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction b48fb000
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 03948c00
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 04461221
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Branch in RSZeroComp delay slot at 08883809 in block starting at 088837dd
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 0f9eb000
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 02b81800
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 9c100000
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 01140c00
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 00a42000
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 06b81000
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 06e52300
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 003c043f
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 00024480
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 00400000
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Branch in Jump delay slot at 088b7505 in block starting at 088b7505
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 6ce52400
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 74c68c0e
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 02321c00
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 04afa500
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Branch in RSZeroComp delay slot at 088c3a91 in block starting at 088c3a91
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 Jump to invalid address: 02321800
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 4ce7be00
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 00460c68
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2019-08-21 MIPSCompileOp: Invalid instruction 04461321