Recent logs - 戦国BASARA CHRONICLE HEROES

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Game title Version Latest Report Message
戦国BASARA CHRONICLE HEROES v1.12.3 2022-08-02 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01407DATA/DATA.DNS, 09f919b0, 00000002)
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-31 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-31 sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1
戦国BASARA CHRONICLE HEROES v1.13.1 2022-07-30 sceNetAdhocMatchingInit(32768) at 0898a640
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-26 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-23 Unknown GetPointer ffffffff PC 0898aa0c LR 0898aa0c
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-15 Unknown GetPointer ffffffff PC 089c695c LR 089e1e10
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-14 Could not setup streams, unexpected stream count: 13414
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-14 Unexpected mpeg first timestamp: d59a080000 / 917412249600
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 033914a0
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d277bc in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d277b8 in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 0349df14
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d277b4 in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 03391500
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d277b0 in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d277a4 in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 0349df10
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d277a0 in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 033914c0
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d2779c in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d27798 in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 03152f50
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 03152be0
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 0349dec0
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 031528a0
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 03152720
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 0349de70
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 033913c0
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d27760 in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 03150560
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d2775c in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 0349dda4
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d27758 in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 03391440
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Branch in Jump delay slot at 08d27754 in block starting at 08d27718
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 0349dc60
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-16 Jump to invalid address: 03150190
戦国BASARA CHRONICLE HEROES v1.12.3 2022-08-02 sceIoChstat: change attr to 0000 requested
戦国BASARA CHRONICLE HEROES v1.10-6-g8ac4efd3c 2022-06-02 Unknown GE command : 4e4d2e31
戦国BASARA CHRONICLE HEROES v1.12.3 2022-05-10 __KernelStopThread: thread 447 does not exist
戦国BASARA CHRONICLE HEROES v1.12.3 2022-05-02 Unknown GetPointer ffffffff PC 089d438c LR 08a06754
戦国BASARA CHRONICLE HEROES v1.12.3 2022-04-29 Unknown GetPointer ffffffff PC 089e662c LR 089e65b8
戦国BASARA CHRONICLE HEROES v1.12.3 2022-06-08 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002)
戦国BASARA CHRONICLE HEROES v1.12.3 2022-03-15 __KernelStopThread: thread 1205 does not exist
戦国BASARA CHRONICLE HEROES v1.12.3 2022-03-13 VTYPE with morph used: THRU=0 TC=1 COL=4 POS=1 NRM=1 WT=0 NW=1 IDX=0 MC=2
戦国BASARA CHRONICLE HEROES v1.12.3 2022-02-26 sceGeBreak(mode=0, unknown=08a6b218): unknown ptr (valid)
戦国BASARA CHRONICLE HEROES v1.12.3 2022-02-26 Unimplemented HLE function Kprintf
戦国BASARA CHRONICLE HEROES v1.12.3 2022-02-26 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
戦国BASARA CHRONICLE HEROES v1.11.2 2022-02-12 Unknown GetPointer ffffffff PC 089ef440 LR 089ef5fc
戦国BASARA CHRONICLE HEROES v1.12.3 2022-03-29 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d
戦国BASARA CHRONICLE HEROES v1.12.3 2022-03-29 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0) * oColor0; } vs: thin3d
戦国BASARA CHRONICLE HEROES v1.11.3 2022-01-06 Error in shader program link: info: L0010 Uniform 'u_texelDelta' differ on precision fs: postshader #ifdef GL_ES precision mediump float; #endif //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed. //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define MIKU 0 //Hatsune<3 this is an optional bloom filter for all those pale anime faces which get white otherwise:P tested on Miku in white dress #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //================ #define ACART
戦国BASARA CHRONICLE HEROES v1.11.3 2022-01-06 Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul' 0:391: L0001: Expected literal or '(', got 'else' postshader #ifdef GL_ES precision mediump float; #endif // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SL
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 00004e08): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-22 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-18 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-18 Decoding texture from VRAM mirror at 04710000 swizzle=0
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-18 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/00000000
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-22 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-22 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-04 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
戦国BASARA CHRONICLE HEROES v1.12.3 2021-12-28 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
戦国BASARA CHRONICLE HEROES v1.9.3-80-g73bf6098e 2021-12-01 __KernelStopThread: thread 376 does not exist
戦国BASARA CHRONICLE HEROES v1.11.2 2021-11-30 sceFontGetFontInfo(0, 9ffc948): bad font
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
戦国BASARA CHRONICLE HEROES v1.12.2 2021-10-21 sceKernelRegisterSubIntrHandler(30, 0, 0884f9c4, 00000000): duplicate handler
戦国BASARA CHRONICLE HEROES v1.11.3 2021-09-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
戦国BASARA CHRONICLE HEROES v1.11.3 2021-09-19 Unknown GetPointer 00000000 PC 089b6f5c LR 089778f4
戦国BASARA CHRONICLE HEROES v1.11.3 2021-09-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
戦国BASARA CHRONICLE HEROES v1.11.3 2021-09-11 sceKernelLoadModule: unsupported options size=00000014, flags=ffffdeec, pos=0, access=1, data=2, text=2
戦国BASARA CHRONICLE HEROES v1.11.3 2021-08-28 Unknown GetPointer 00000000 PC 08220d00 LR 08220d00
戦国BASARA CHRONICLE HEROES v1.11.3 2021-08-20 Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage. Error: Linking failed. fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { highp vec4 param = A; highp vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { highp vec4 param = a; highp vec4 param_1 = b; highp vec4 param_2 = a; highp vec4 param_3 = c; highp vec4 param_4 = d; highp vec4 param_5 = e; highp vec4 param_6 = d; highp vec4 param_7 = f; highp vec4 param_8 = g; highp vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.16300010681
戦国BASARA CHRONICLE HEROES v1.12.3 2022-03-02 Savedata version requested on save: 3
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-17 Unknown GetPointer ffffffff PC 08000000 LR 08000000
戦国BASARA CHRONICLE HEROES v1.12.3 2022-07-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
戦国BASARA CHRONICLE HEROES v1.11.3 2021-08-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
戦国BASARA CHRONICLE HEROES v1.11.3 2021-06-26 sceKernelLoadModule: unsupported options size=00000014, flags=08d984b8, pos=0, access=0, data=2, text=2
戦国BASARA CHRONICLE HEROES v1.11.3 2021-06-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488
戦国BASARA CHRONICLE HEROES v1.11.3 2021-06-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151249632
戦国BASARA CHRONICLE HEROES v1.11.3 2021-06-06 Unknown GetPointer 00000000 PC 089e1e3c LR 089ecef4
戦国BASARA CHRONICLE HEROES v1.11.3 2021-05-22 MIPSCompileOp: Invalid instruction 439f70af
戦国BASARA CHRONICLE HEROES v1.11.3 2021-05-22 Jump to invalid address: 02acbd40
戦国BASARA CHRONICLE HEROES v1.11.3 2021-05-10 ReadFromHardware: Invalid address 23ef41f2 near PC 08000000 LR 08000000
戦国BASARA CHRONICLE HEROES v1.10.3 2021-05-06 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1
戦国BASARA CHRONICLE HEROES v1.11.3 2021-10-07 Unknown GetPointer ffffffff PC 089910b0 LR 089910b0
戦国BASARA CHRONICLE HEROES v1.11.3 2021-04-10 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142957872