Recent logs - ナルティメットインパクト

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Game title Version Latest Report Message
ナルティメットインパクト v1.10.3 2020-10-19 sceDmacMemcpy(dest=04175b40, src=09440d00, size=128): overlapping read
ナルティメットインパクト v1.10.3 2020-10-19 sceDmacMemcpy(dest=0415aa00, src=092e1440, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-10-15 sceDmacMemcpy(dest=04153b80, src=0927fa80, size=128): overlapping read
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-10-05 WriteToHardware: Invalid address 00000000 near PC 088042fc LR 00000000
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-10-05 WriteToHardware: Invalid address 000003c0 near PC 088042fc LR 00000000
ナルティメットインパクト v1.9.4 2020-10-05 sceDmacMemcpy(dest=041386c0, src=090fb9a0, size=64): overlapping read
ナルティメットインパクト v1.10.3 2020-10-01 WriteToHardware: Invalid address 00000814 near PC 08818410 LR 08818b00
ナルティメットインパクト v1.10.3-769-g350cb11f9 2020-09-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
ナルティメットインパクト v1.10.3 2020-09-22 sceDmacMemcpy(dest=04189080, src=09288280, size=128): overlapping read
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-09-20 WriteToHardware: Invalid address 0003c5a8 near PC 0881f9ec LR 0881f9ec
ナルティメットインパクト v1.10.3 2020-09-19 sceDmacMemcpy(dest=04174a40, src=09279680, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-09-17 00000000=sceUtilityScreenshotInitStart(09cb8d68)
ナルティメットインパクト v1.10.3 2020-09-16 sceDmacMemcpy(dest=04172580, src=090dcbe0, size=64): overlapping read
ナルティメットインパクト v1.9.0 2020-09-07 sceDmacMemcpy(dest=04160c80, src=092a32c0, size=128): overlapping read
ナルティメットインパクト v1.9.0 2020-09-07 WriteToHardware: Invalid address 00000814 near PC 0882bdbc LR 0882bdbc
ナルティメットインパクト v1.9.0 2020-09-07 WriteToHardware: Invalid address 000007d0 near PC 0882bdbc LR 0882bdbc
ナルティメットインパクト v1.9.0 2020-09-08 WriteToHardware: Invalid address 00000814 near PC 08832db8 LR 089316cc
ナルティメットインパクト v1.9.0 2020-09-08 WriteToHardware: Invalid address 000007d0 near PC 08832db8 LR 089316cc
ナルティメットインパクト v1.10.3 2020-09-02 00000000=sceUtilityScreenshotInitStart(09d239c8)
ナルティメットインパクト v1.10.3 2020-09-02 00000000=sceUtilityScreenshotInitStart(09d23988)
ナルティメットインパクト v1.10.3 2020-09-02 00000000=sceUtilityScreenshotInitStart(09d239a8)
ナルティメットインパクト v1.10.3 2020-08-28 sceDmacMemcpy(dest=0413d0c0, src=08ffb520, size=128): overlapping read
ナルティメットインパクト v1.9.0 2020-08-20 00000000=sceUtilityScreenshotInitStart(09cbc0e8)
ナルティメットインパクト v1.9.0 2020-08-20 00000000=sceUtilityScreenshotInitStart(09cbc0a8)
ナルティメットインパクト v1.9.0 2020-08-17 00000000=sceUtilityScreenshotInitStart(09cb7868)
ナルティメットインパクト v1.10.3 2020-08-16 00000000=sceUtilityScreenshotInitStart(09cba068)
ナルティメットインパクト v1.10.3 2020-08-16 00000000=sceUtilityScreenshotInitStart(09cba088)
ナルティメットインパクト v1.10.3 2020-08-13 00000000=sceUtilityScreenshotInitStart(09cbbd68)
ナルティメットインパクト v1.9.0 2020-08-12 00000000=sceUtilityScreenshotInitStart(09cb71e8)
ナルティメットインパクト v1.9.0 2020-08-12 WriteToHardware: Invalid address 53480001 near PC 08000000 LR 08000000
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-08-11 WriteToHardware: Invalid address 005a83b0 near PC 0881f9ec LR 0881f9ec
ナルティメットインパクト v1.9.3-80-g73bf6098e 2020-08-10 __KernelStopThread: thread 370 does not exist
ナルティメットインパクト v1.10.3 2020-08-08 sceDmacMemcpy(dest=0415aa00, src=09170bc0, size=128): overlapping read
ナルティメットインパクト v1.10.3 2020-09-21 sceDmacMemcpy(dest=04155300, src=093023c0, size=128): overlapping read
ナルティメットインパクト v1.10.1 2020-08-02 00000000=sceUtilityScreenshotInitStart(09cb6b68)
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-07-27 WriteToHardware: Invalid address 00000814 near PC 0880a7d8 LR 0880e1c0
ナルティメットインパクト v1.10.2 2020-07-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143640460
ナルティメットインパクト v1.9.3 2020-07-17 sceDmacMemcpy(dest=0415d5c0, src=093fe340, size=128): overlapping read
ナルティメットインパクト v1.8.0 2020-07-13 sceDmacMemcpy(dest=04191240, src=091a1b80, size=128): overlapping read
ナルティメットインパクト v1.8.0 2020-08-25 sceDmacMemcpy(dest=04156cc0, src=091e6c00, size=128): overlapping read
ナルティメットインパクト v1.8.0 2020-07-12 ReadFromHardware: Invalid address 295c00e4 near PC 08838310 LR 08838320
ナルティメットインパクト v1.10.2 2020-07-12 sceDmacMemcpy(dest=04142080, src=0931ed50, size=128): overlapping read
ナルティメットインパクト v1.4.2-199-g3249d81 2020-07-11 00000000=sceUtilityScreenshotInitStart(09cbbc28)
ナルティメットインパクト v1.10 2020-07-10 BlockTransfer: Bad destination transfer address 00000000!
ナルティメットインパクト v1.9.4 2020-07-09 sceDmacMemcpy(dest=04166900, src=09295020, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-07-04 Unknown GetPointer 00000000 PC 08ae90b4 LR 08ae8024
ナルティメットインパクト v1.9.4 2020-07-01 sceDmacMemcpy(dest=04166900, src=092facc0, size=128): overlapping read
ナルティメットインパクト v1.9.0 2020-06-28 Unknown GetPointer 00000000 PC 08aeb610 LR 08aeb610
ナルティメットインパクト v1.9.0 2020-06-26 sceDmacMemcpy(dest=04161e80, src=0912f0a0, size=64): overlapping read
ナルティメットインパクト v1.9.0 2020-06-26 WriteToHardware: Invalid address 0014ae40 near PC 0881f9ec LR 0881f9ec
ナルティメットインパクト v1.9.4 2020-06-19 00000000=sceUtilityScreenshotInitStart(09cbc7c8)
ナルティメットインパクト v1.9.4 2020-06-19 00000000=sceUtilityScreenshotInitStart(09cbc788)
ナルティメットインパクト v1.9.4 2020-06-17 WriteToHardware: Invalid address 00000814 near PC 08824cb4 LR 08825368
ナルティメットインパクト v1.9.4 2020-06-16 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 <= 0.0 || (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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
ナルティメットインパクト v1.9.4 2020-06-16 Error in shader program link: info: (unknown reason) fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in 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); if (v.a < 0.002) 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 <= 0.0 || (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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-15 sceDmacMemcpy(dest=04188240, src=0910a620, size=64): overlapping read
ナルティメットインパクト v1.9.4 2020-06-13 sceDmacMemcpy(dest=04156bc0, src=091bd820, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-12 sceDmacMemcpy(dest=0413d0c0, src=09101fe0, size=192): overlapping read
ナルティメットインパクト v1.9.4 2020-06-12 sceDmacMemcpy(dest=04138800, src=08ffb960, size=256): overlapping read
ナルティメットインパクト v1.9.3-998-gc739d4e16 2020-06-09 Unknown GE command : 0d2edae0
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-06 sceDmacMemcpy(dest=04142980, src=092c27e0, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-06 sceDmacMemcpy(dest=04153b80, src=09349300, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-06 sceDmacMemcpy(dest=04157cc0, src=0923b2c0, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-05 sceDmacMemcpy(dest=0416a440, src=0924bb40, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-05 sceDmacMemcpy(dest=04162680, src=09456e40, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-05-31 sceDmacMemcpy(dest=04126e80, src=08ffb720, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-05-31 sceDmacMemcpy(dest=04156cc0, src=090c6160, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-05-26 sceDmacMemcpy(dest=0414e080, src=09321e00, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-05-25 sceDmacMemcpy(dest=0415b800, src=08efd4c0, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-05-24 Bad video stream 1
ナルティメットインパクト v1.9.4 2020-05-24 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-05-30 sceDmacMemcpy(dest=04177040, src=09220ee0, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-05-23 sceDmacMemcpy(dest=04150cc0, src=08fb6950, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-05-21 sceDmacMemcpy(dest=04141440, src=090fd500, size=128): overlapping read
ナルティメットインパクト v1.9.3 2020-05-20 sceDmacMemcpy(dest=04126e80, src=09508ef0, size=384): overlapping read
ナルティメットインパクト v1.9.4 2020-05-19 sceDmacMemcpy(dest=04126e80, src=09486c00, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-05-16 sceDmacMemcpy(dest=04177040, src=09357c80, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-05-15 sceDmacMemcpy(dest=0417c440, src=09297e00, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-05-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
ナルティメットインパクト v1.9.4 2020-05-08 sceDmacMemcpy(dest=0415e340, src=0927cb60, size=64): overlapping read
ナルティメットインパクト v1.9.3-734-g31b1993a6 2020-05-05 sceDmacMemcpy(dest=040cc080, src=08e79d50, size=4096): overlapping read
ナルティメットインパクト v1.9.4 2020-05-03 WriteToHardware: Invalid address cac6ee27 near PC 08000000 LR 08000000
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-05-02 00000000=sceUtilityScreenshotInitStart(09cbd308)
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-05-02 00000000=sceUtilityScreenshotInitStart(09cbd2c8)
ナルティメットインパクト v1.9.4 2020-04-25 00000000=sceUtilityScreenshotInitStart(09cb6c48)
ナルティメットインパクト v1.9.4 2020-04-25 00000000=sceUtilityScreenshotInitStart(09cb6c08)
ナルティメットインパクト v1.9.4 2020-04-22 sceDmacMemcpy(dest=04144140, src=09126c60, size=64): overlapping read
ナルティメットインパクト v1.9.4 2020-04-22 00000000=sceUtilityScreenshotInitStart(09cb73a8)
ナルティメットインパクト v1.9.4 2020-04-22 00000000=sceUtilityScreenshotInitStart(09cb7368)
ナルティメットインパクト v1.9.4 2020-04-22 00000000=sceUtilityScreenshotInitStart(09cb7328)
ナルティメットインパクト v1.9.4 2020-04-22 00000000=sceUtilityScreenshotInitStart(09cb7348)
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-04-22 Error in shader program link: info: (unknown reason) fs: 00000000:0001d822 Tex TexAlpha LM TFuncMod AlphaTest0 > #version 300 es 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; if (v.a < 0.002) discard; fragColor0 = v; } vs: 01f30001:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * 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); }
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-04-22 Error in shader program link: info: (unknown reason) fs: 00000000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest > #version 300 es 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 = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f30001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; 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); gl_Position = 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; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * 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; }
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-04-22 Error in shader program link: info: (unknown reason) fs: 00000000:0000d822 Tex TexAlpha LM TFuncMod AlphaTest > #version 300 es 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; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01f30001:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * 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); }
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-04-22 Error in shader program link: info: (unknown reason) fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es 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; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-04-22 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: 00000000:0000000a 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); }
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-04-09 Error in shader program link: info: (unknown reason) fs: 00000000:00000000 #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 ; 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; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ナルティメットインパクト v1.9.4 2020-04-07 sceDmacMemcpy(dest=0415df40, src=091e6860, size=128): overlapping read
ナルティメットインパクト v1.9.4 2020-04-02 00000000=sceUtilityScreenshotInitStart(09cb5e08)
ナルティメットインパクト v1.9.4 2020-03-29 sceDmacMemcpy(dest=04161ac0, src=092c62a0, size=64): overlapping read