Recent logs - 英雄伝説 零の軌跡

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Game title Version Latest Report Message
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-12-03 sceDmacMemcpy(dest=041f6500, src=08e20e20, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-12-03 Error in shader program link: info: (unknown reason) fs: 00000000:00000000 #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000b08 HWX C T N #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in lowp vec4 color0; 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 = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-12-03 sceDmacMemcpy(dest=041d6d00, src=08e2e8c0, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-12-03 sceDmacMemcpy(dest=041d8900, src=08e33f60, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-12-03 sceDmacMemcpy(dest=04179600, src=08e22b00, size=32768): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-29 Error in shader program link: info: (unknown reason) fs: 00000000:0080d002 Tex 2x TFuncMod AlphaTest > #version 300 es 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 = vec4(t.rgb * p.rgb, p.a); 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; fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #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_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 = 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-29 Error in shader program link: info: (unknown reason) fs: 00010000:0000d002 Tex TFuncMod AlphaTest > #version 300 es 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 = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; 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; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-28 Error in shader program link: info: (unknown reason) fs: 00010000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es 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) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #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_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 = 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-28 sceDmacMemcpy(dest=0417b900, src=08e25440, size=16384): overlapping read
英雄伝説 零の軌跡 v1.9.4 2019-11-28 sceDmacMemcpy(dest=041ae100, src=08e2aae0, size=2048): overlapping read
英雄伝説 零の軌跡 v1.9.4 2019-11-24 sceDmacMemcpy(dest=041f9100, src=08e35820, size=8192): overlapping read
英雄伝説 零の軌跡 v1.9.4 2019-11-24 sceDmacMemcpy(dest=041b1100, src=08e268e0, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-23 WriteToHardware: Invalid address 000dae40 near PC 089ff3ac LR 089ff3ac
英雄伝説 零の軌跡 v1.9.4 2019-11-22 sceDmacMemcpy(dest=041a9900, src=08e29640, size=32768): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-11-21 sceDmacMemcpy(dest=041fd500, src=08ebf4e0, size=1024): overlapping read
英雄伝説 零の軌跡 v1.9.3 2019-11-20 sceIoIoctl(disc0:/sce_lbn034bd0_size0x4591, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.9.3 2019-11-20 sceIoIoctl(disc0:/sce_lbn034b40_size0x455ed, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.9.3 2019-11-20 sceIoIoctl(disc0:/sce_lbn034b10_size0x10d2a, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.9.4 2019-11-19 sceDmacMemcpy(dest=041cad00, src=08f88920, size=8192): overlapping read
英雄伝説 零の軌跡 v1.9.4 2019-11-19 sceDmacMemcpy(dest=041f2500, src=08e32ee0, size=4096): overlapping read
英雄伝説 零の軌跡 v1.9.4 2019-11-18 sceDmacMemcpy(dest=041add00, src=08e28e00, size=8192): overlapping read
英雄伝説 零の軌跡 v1.9.4 2019-11-18 sceDmacMemcpy(dest=041df100, src=08e2ece0, size=16384): overlapping read
英雄伝説 零の軌跡 v1.9.4 2019-11-17 sceDmacMemcpy(dest=041b5d00, src=08e27120, size=8192): overlapping read
英雄伝説 零の軌跡 v1.9.3 2019-11-15 sceDmacMemcpy(dest=0418e900, src=08e24c00, size=4096): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-14 sceDmacMemcpy(dest=0417a600, src=08e22b00, size=262144): overlapping read
英雄伝説 零の軌跡 v1.9.4 2019-11-13 sceDmacMemcpy(dest=04176500, src=08e201c0, size=4096): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-13 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00800802 Tex LM 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out 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 = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01330011:00000919 HWX C T LM Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:3 #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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-13 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00a0d802 Tex LM Fog 2x 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 vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out 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 = 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); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01330011:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:3 #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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; 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 lowp vec3 v_color1; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-13 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00010000:0020d000 Fog AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0 ; 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) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000b0c HWX C T N Fog #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 = color0; 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-13 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00010000:00a0d002 Tex Fog 2x 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); 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); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000b1c HWX C T N Fog Tex #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_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 = 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-11-13 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00800002 Tex 2x 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); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); 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; 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; }
英雄伝説 零の軌跡 v1.9.4 2019-11-12 sceDmacMemcpy(dest=041bd100, src=08e2c7c0, size=32768): overlapping read
英雄伝説 零の軌跡 v1.9.3 2019-11-11 sceDmacMemcpy(dest=04193900, src=08e25c80, size=8192): overlapping read
英雄伝説 零の軌跡 v1.9.3 2019-11-09 sceDmacMemcpy(dest=04184100, src=08f18420, size=8192): overlapping read
英雄伝説 零の軌跡 v1.9.4 2019-11-04 sceDmacMemcpy(dest=041c6d00, src=08e2bf80, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-15 sceDmacMemcpy(dest=041d8d00, src=08e2f100, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-12 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0080d802 Tex LM 2x 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 vec3 v_color1; in mediump vec3 v_texcoord; out 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 = 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; fragColor0 = v; } vs: 01330011:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:3 #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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-12 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00800002 Tex 2x 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); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #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_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 = 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-12 sceDmacMemcpy(dest=041bf900, src=08f51a80, size=4096): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-12 sceDmacMemcpy(dest=041bcd00, src=08e2e4a0, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-12 sceDmacMemcpy(dest=041a8d00, src=08e1e0c0, size=4096): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-12 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00010000:0000d002 Tex 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 = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #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_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 = 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-12 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0000d002 Tex 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 = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #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_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 = 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-12 ReadFromHardware: Invalid address 00002028 near PC 08000000 LR 08000000
英雄伝説 零の軌跡 v1.8.0 2019-10-09 sceDmacMemcpy(dest=041aad00, src=08e2e4a0, size=8192): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-10-06 sceDmacMemcpy(dest=04183d00, src=08f88360, size=4096): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-10-04 sceDmacMemcpy(dest=041e9900, src=08e31e60, size=8192): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-10-03 sceDmacMemcpy(dest=041ca100, src=090088c0, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-01 Error in shader program link: info: Link failed because of missing shader. fs: 00010000:0000d022 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) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #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_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 = 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-12 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00010000:0080d822 Tex TexAlpha LM 2x 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 vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; 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; fragColor0 = v; } vs: 01330011:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:3 #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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-10-01 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00010000:0080d022 Tex TexAlpha 2x 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; fragColor0 = v; } vs: 00000000:00000b18 HWX C T N Tex #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_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 = 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; }
英雄伝説 零の軌跡 v1.8.0 2019-09-19 sceDmacMemcpy(dest=041b4100, src=08f90120, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-09-17 sceDmacMemcpy(dest=041a3500, src=08e260a0, size=8192): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-09-17 sceDmacMemcpy(dest=04168d00, src=08f598c0, size=4096): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-09-12 sceDmacMemcpy(dest=0417e100, src=08fa14e0, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-09-02 sceDmacMemcpy(dest=04179d00, src=08e20a00, size=262144): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-09-01 sceDmacMemcpy(dest=041d0100, src=08e364c0, size=4096): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-09-01 sceDmacMemcpy(dest=041abd00, src=08e301c0, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-09-01 sceDmacMemcpy(dest=0419d100, src=08e2f980, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-09-01 sceDmacMemcpy(dest=04156100, src=08e22720, size=16384): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-08-31 sceDmacMemcpy(dest=041c0900, src=08e2bb60, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceIoIoctl(disc0:/sce_lbn080e10_size0x11103, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceIoIoctl(disc0:/sce_lbn0800c0_size0x106f4, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceIoIoctl(disc0:/sce_lbn0800a0_size0x8a94, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceIoIoctl(disc0:/sce_lbn080700_size0x224ce, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceIoIoctl(disc0:/sce_lbn0801f0_size0x9d3a, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceDmacMemcpy(dest=04157100, src=08f6c1a0, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceIoIoctl(disc0:/sce_lbn080110_size0x2d063, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceDmacMemcpy(dest=041cf100, src=08e2f940, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceDmacMemcpy(dest=041d4900, src=08e31a40, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-31 sceDmacMemcpy(dest=041e1500, src=08e30de0, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-30 sceDmacMemcpy(dest=0417a100, src=08e7cac0, size=262144): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-29 sceDmacMemcpy(dest=04180100, src=08e21a80, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-29 sceDmacMemcpy(dest=041eed00, src=08e326a0, size=16384): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-08-27 sceDmacMemcpy(dest=041b1500, src=08e29220, size=131072): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-09-08 sceIoIoctl(disc0:/sce_lbn01df6f_size0x1dc1b, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.8.0 2019-09-08 sceIoIoctl(disc0:/sce_lbn01e3ba_size0x20429, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.8.0 2019-09-08 sceIoIoctl(disc0:/sce_lbn01d131_size0xadd3, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.7.5 2019-08-24 sceIoIoctl(disc0:/sce_lbn01e329_size0xcc9f, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-22 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha 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; 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-08-22 Error in shader compilation: info: (unknown reason) 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; }
英雄伝説 零の軌跡 v1.8.0 2019-07-14 sceDmacMemcpy(dest=04186700, src=08e26d00, size=4096): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-07-07 sceDmacMemcpy(dest=041d6100, src=08e59ac0, size=65536): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-07-07 sceDmacMemcpy(dest=041b8a00, src=08e2f100, size=16384): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-07-06 sceDmacMemcpy(dest=0417a100, src=08e1f560, size=262144): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-07-05 sceDmacMemcpy(dest=041b0500, src=08e285c0, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-07-04 sceDmacMemcpy(dest=041ea900, src=08e2f940, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-07-04 sceDmacMemcpy(dest=041ec100, src=08f31860, size=4096): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-07-04 sceIoIoctl(disc0:/sce_lbn03b5a0_size0x30df, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-07-03 sceDmacMemcpy(dest=041dbd00, src=08e305a0, size=8192): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-07-02 sceDmacMemcpy(dest=041fdd00, src=08f4d720, size=1024): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-07-02 sceDmacMemcpy(dest=04183a00, src=08e23fa0, size=131072): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-07-01 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: 00000000:0000001a 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; }
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-06-29 sceDmacMemcpy(dest=041cc500, src=08e2fd60, size=131072): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-06-29 sceDmacMemcpy(dest=04175d00, src=08f9cc40, size=4096): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-06-28 sceDmacMemcpy(dest=0417a900, src=08e21ea0, size=262144): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-06-28 sceDmacMemcpy(dest=04195100, src=08e2f940, size=4096): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-06-28 sceDmacMemcpy(dest=04195100, src=08e2f940, size=131072): overlapping read
英雄伝説 零の軌跡 v1.6.3-492-g9fddfff66 2019-06-27 sceDmacMemcpy(dest=0413a000, src=08ccfc60, size=32768): overlapping read
英雄伝説 零の軌跡 v1.8.0 2019-06-27 sceDmacMemcpy(dest=04173100, src=08e201c0, size=32768): overlapping read