Recent logs - 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS

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Game title Version Latest Report Message
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.1-125-Chat-GVG 2019-02-22 WriteToHardware: Invalid address 00000168 near PC 08000000 LR 08000000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.1-125-Chat-GVG 2019-02-22 WriteToHardware: Invalid address 0000026f near PC 08000000 LR 08000000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-02-23 sceDmacMemcpy(dest=09c1f000, src=090a6000, size=36096): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5-315-g4cef8038b 2019-02-20 sceDmacMemcpy(dest=09186000, src=09116180, size=151424): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.4.2 2019-02-20 ReadFromHardware: Invalid address 0000001a near PC 08898778 LR 088987b4
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.4.2 2019-02-20 ReadFromHardware: Invalid address 00000040 near PC 08898778 LR 088987b4
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-20 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0020f022 Tex TexAlpha Fog 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; 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); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #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 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 = normalize((u_world * vec4(normal, 0.0)).xyz); 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); 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.4.2-425-g7a7ccee5e 2019-02-20 Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it. / fs: #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform vec3 u_texenv; 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 = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); fragColor0 = v; } / vs: #version 330 #define lowp #define mediump #define highp 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-18 MIPSCompileOp: Invalid instruction 4433523f
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-18 MIPSCompileOp: Invalid instruction 44a48891
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-18 MIPSCompileOp: Invalid instruction 451d0772
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-18 Branch in RSRTComp delay slot at 044cc190 in block starting at 044c0080
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-18 MIPSCompileOp: Invalid instruction 45155884
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-17 Error in shader compilation: info: (unknown reason) 00000000:0000f022 Tex TexAlpha 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; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0000f022 Tex TexAlpha 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; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-17 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0020f002 Tex Fog 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; 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); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #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 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 = normalize((u_world * vec4(normal, 0.0)).xyz); 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); 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.1 2019-02-16 sceDmacMemcpy(dest=04124150, src=092a6000, size=150896): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-15 ReadFromHardware: Invalid address 213d74f8 near PC 213d74f8 LR 089f78cc
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-21 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0020f022 Tex TexAlpha Fog 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; 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); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000914 HWX T Fog 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 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 = u_matambientalpha; 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-12 Error in shader program link: info: (unknown reason) 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 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: 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-12 sceDmacMemcpy(dest=041325f0, src=092a6000, size=142176): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:0020f022 Tex TexAlpha Fog 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; 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); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #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 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 = normalize((u_world * vec4(normal, 0.0)).xyz); 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); 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-11 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00000002 Tex 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 = vec4(t.rgb * p.rgb, p.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; 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-11 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00000022 Tex TexAlpha 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; 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-17 sceDmacMemcpy(dest=04124150, src=092a6000, size=134672): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-10 Error in shader program link: info: (unknown reason) 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 mediump 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: 00000000:00000012 THR 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.4 2019-02-10 sceDmacMemcpy(dest=041b1810, src=0950b480, size=71456): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-10 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >= #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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00000b14 HWX T N Fog Tex (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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 = normalize((u_world * vec4(normal, 0.0)).xyz); 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); 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-08 WriteToHardware: Invalid address 00000070 near PC 08864530 LR 08863c1c
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-08 WriteToHardware: Invalid address 00000204 near PC 08864530 LR 08863c1c
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-08 sceDmacMemcpy(dest=0411ed70, src=092a6000, size=150896): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-07 sceDmacMemcpy(dest=04134040, src=092a6000, size=150896): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-07 sceDmacMemcpy(dest=0413a260, src=09b30500, size=384): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-05 sceDmacMemcpy(dest=0413a3e0, src=092a6000, size=123424): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-03 sceDmacMemcpy(dest=0412c070, src=092a6000, size=142176): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-03 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; 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-03 sceDmacMemcpy(dest=0412e350, src=092a6000, size=142176): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3 2019-02-03 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000022 Tex TexAlpha 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; fragColor0 = v; } vs: 00000000:00000b10 HWX T N Tex #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 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; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-02 sceDmacMemcpy(dest=04182280, src=0949d380, size=148336): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-02 sceDmacMemcpy(dest=0411cab0, src=092a6000, size=150896): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-02-02 sceDmacMemcpy(dest=04125770, src=092a6000, size=185088): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-314-g9cb58ef 2019-01-31 sceDmacMemcpy(dest=04124150, src=092a6000, size=148336): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-31 Error in shader program link: info: (unknown reason) fs: 00000000:00200002 Tex 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 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 = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #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 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 = normalize((u_world * vec4(normal, 0.0)).xyz); 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); 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-314-g9cb58ef 2019-01-30 sceDmacMemcpy(dest=041298c0, src=092a6000, size=148336): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-314-g9cb58ef 2019-01-30 sceDmacMemcpy(dest=0411a2f0, src=092a6000, size=148336): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-29 Error in shader program link: info: Vertex shader did not compile. fs: 00000000:00000002 Tex TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; } vs: 00000000:00000918 HWX C T Tex (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute 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; varying lowp vec4 v_color0; varying 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-314-g9cb58ef 2019-01-28 sceDmacMemcpy(dest=0413acc0, src=092a6000, size=148720): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-01-27 Error in shader program link during preload: info: Error: input v_color1 not declared in output from previous stage. Error: Linking failed. fs: 00000000:00000b14 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00000022 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-01-27 Error in shader program link during preload: info: Error: input v_color1 not declared in output from previous stage. Error: Linking failed. fs: 00000000:00000918 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00000022 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-01-27 Error in shader program link during preload: info: Error: input v_color1 not declared in output from previous stage. Error: Linking failed. fs: 00000000:00000914 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction 4024e076
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b42b0dbf
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction 40269365
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction 4024e064
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 Jump to invalid address: 049a0abc
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 Jump to invalid address: 0c2913dc
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b3c5c927
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b41f94c2
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 Jump to invalid address: 0c2c23dc
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b3ab0dbf
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction 40384f86
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction 403904ab
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction 40380000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b594c4af
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction 40578479
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b4b00000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b438e305
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b594c4b2
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction 40466666
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b606ce43
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b43bbd2e
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b3e069a4
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 Jump to invalid address: 0254e130
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b5eba4d3
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction 413e147b
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b6027c1e
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b5800000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 MIPSCompileOp: Invalid instruction b470a0a4
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-26 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 089f78e8
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.4 2019-01-24 WriteToHardware: Invalid address 00000008 near PC 08000000 LR 08000000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.4.2 2019-01-24 PackFramebufferD3D11_: vfb->fbo == 0
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3 2019-01-24 sceDmacMemcpy(dest=0413abf0, src=092a6000, size=224688): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-23 sceDmacMemcpy(dest=0413acc0, src=092a6000, size=172928): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-01-27 Error in shader program link during preload: info: Error: input v_color1 not declared in output from previous stage. Error: Linking failed. fs: 00000000:00000b14 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0020f022 THR TessC TessT TessRevN #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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.5.3 2019-01-27 Error in shader program link during preload: info: Error: input v_color1 not declared in output from previous stage. Error: Linking failed. fs: 00000000:0000091c LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00000022 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); }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-01-21 sceDmacMemcpy(dest=0413abf0, src=092a6000, size=159152): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.4 2019-01-20 sceDmacMemcpy(dest=04124150, src=092a6000, size=128896): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-19 sceDmacMemcpy(dest=040cc000, src=09a26000, size=96384): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-21 sceDmacMemcpy(dest=04180ad0, src=09580600, size=48752): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-01-17 sceDmacMemcpy(dest=04125520, src=092a6000, size=156144): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-12 Error in shader program link: info: (unknown reason) 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: 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-17 Error in shader program link: info: (unknown reason) fs: 00000000:09000002 Tex StenToAlpha Sten1 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 = vec4(v.rgb, 1.0); } vs: 00000000:00000b10 HWX T N Tex #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 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 = normalize((u_world * vec4(normal, 0.0)).xyz); 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-01-17 Error in shader program link: info: (unknown reason) fs: 00000000:09000002 Tex StenToAlpha Sten1 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 = vec4(v.rgb, 1.0); } 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; }
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-312-g31646d6c8 2019-01-16 sceDmacMemcpy(dest=041298c0, src=092a6000, size=143808): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5 2019-01-15 sceDmacMemcpy(dest=09186000, src=09130e80, size=133760): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.7.5-347-g99c8423ed 2019-01-15 WriteToHardware: Invalid address 00000094 near PC 08000000 LR 08000000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-23 WriteToHardware: Invalid address 000003c0 near PC 08804000 LR 00000000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-23 WriteToHardware: Invalid address 00000000 near PC 08804000 LR 00000000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-23 Unable to allocate stack for root thread.
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.3-492-g9fddfff66 2019-02-23 Unknown GetPointer 000002d0 PC 08804000 LR 00000000