Recent logs - ダンボール戦機W

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Game title Version Latest Report Message
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 03d26a00 PC 0931dcc4 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 04c74b00 PC 0931dcd4 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 02f02890 PC 0931db48 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 01001b00 PC 0931db44 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 04cec240 PC 0931dcd8 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 03d26a00 PC 0931db84 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 04b12800 PC 0931db80 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 03cc7f40 PC 0931dcdc LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 03164bf0 PC 0931dcd0 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 04c76b00 PC 0931db78 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 04c772c0 PC 0931db74 LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 04ceb2c0 PC 0931db7c LR 0931db44
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 0c000000 PC 09427d88 LR 09427c54
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 055aaf00 PC 09427c8c LR 09427c54
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 0b0000d8 PC 09427c70 LR 09427c54
ダンボール戦機W v1.4 2023-01-24 MIPSCompileOp: Invalid instruction 42ff0000
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 0509f640 PC 09427c84 LR 09427c54
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 0509ef40 PC 09427c88 LR 09427c54
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 03d26a00 PC 09427c94 LR 09427c54
ダンボール戦機W v1.4 2023-01-24 MIPSCompileOp: Invalid instruction 01ee751e
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 04c29540 PC 09427c90 LR 09427c54
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 02f02890 PC 09427c58 LR 09427c54
ダンボール戦機W v1.4 2023-01-24 MIPSCompileOp: Invalid instruction d10a0000
ダンボール戦機W v1.4 2023-01-24 Jump to invalid address: 01046600 PC 09427c54 LR 09427c54
ダンボール戦機W v1.14.4 2023-03-11 NpSignin Init Params: 00000000, 00000000, 00000000, 00000000
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 050b9c80 PC 0942e614 LR 0942e5e4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 050cb280 PC 0942e61c LR 0942e5e4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 04d83640 PC 0942e620 LR 0942e5e4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 03d26a00 PC 0942e624 LR 0942e5e4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 014f28c0 PC 0942e5e4 LR 0942e5e4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 02f02890 PC 0942e5e8 LR 0942e5e4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 050b9580 PC 0942e618 LR 0942e5e4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 055aaf00 PC 09436d1c LR 09436ce4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 03d26a00 PC 09436d24 LR 09436ce4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 050db180 PC 09436d18 LR 09436ce4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 04d2d0c0 PC 09436d20 LR 09436ce4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 050dbc00 PC 09436d14 LR 09436ce4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 02f02890 PC 09436ce8 LR 09436ce4
ダンボール戦機W v1.4 2023-01-17 Jump to invalid address: 0150ee40 PC 09436ce4 LR 09436ce4
ダンボール戦機W v1.4 2023-01-15 Jump to invalid address: 02f02890 PC 09460f48 LR 09460f44
ダンボール戦機W v1.4 2023-01-15 Jump to invalid address: 051841c0 PC 09460f74 LR 09460f44
ダンボール戦機W v1.4 2023-01-15 Jump to invalid address: 015395c0 PC 09460f44 LR 09460f44
ダンボール戦機W v1.4 2023-01-15 MIPSCompileOp: Invalid instruction ee502f2b
ダンボール戦機W v1.4 2023-01-15 Jump to invalid address: 03d26a00 PC 09460f84 LR 09460f44
ダンボール戦機W v1.4 2023-01-15 Jump to invalid address: 051bd880 PC 09460f7c LR 09460f44
ダンボール戦機W v1.4 2023-01-15 MIPSCompileOp: Invalid instruction ceed4300
ダンボール戦機W v1.4 2023-01-15 Jump to invalid address: 02cf3b34 PC 09460f5c LR 09460f44
ダンボール戦機W v1.4 2023-01-15 Jump to invalid address: 05183b00 PC 09460f78 LR 09460f44
ダンボール戦機W v1.4 2023-01-15 Jump to invalid address: 0513e780 PC 09460f80 LR 09460f44
ダンボール戦機W v1.14.4 2023-01-14 Jump to invalid address: 02ee5520
ダンボール戦機W v1.14.4 2023-03-22 Ignoring possible texturing from framebuffer at 04178000 +0x272 / 256x512
ダンボール戦機W v1.14.4 2023-03-23 Ignoring possible texturing from framebuffer at 04134000 +0x272 / 256x512
ダンボール戦機W v1.13.2 2022-11-18 Branch in Jump delay slot at 091699a4 in block starting at 091699a0
ダンボール戦機W v1.13.2 2022-11-18 Branch in Jump delay slot at 091699a0 in block starting at 091699a0
ダンボール戦機W v1.13.2 2022-11-16 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
ダンボール戦機W v1.13.2 2022-11-16 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
ダンボール戦機W v1.13.2 2022-10-21 Unknown GetPointerWrite 00000000 PC 089454a4 LR 089454b4
ダンボール戦機W v1.12.3 2022-06-13 Unimplemented HLE function sceUtilityPsnGetStatus
ダンボール戦機W v1.9.0 2022-05-16 WriteToHardware: Invalid address 01485024 near PC 088a2590 LR 08968f18
ダンボール戦機W v1.9.0 2022-05-07 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08882c80
ダンボール戦機W v1.12.3 2022-05-01 Jump to invalid address: 0c7c8c00 PC 09421c8c LR 09421c84
ダンボール戦機W v1.12.3 2022-05-01 Jump to invalid address: 02f02890 PC 09421c88 LR 09421c84
ダンボール戦機W v1.12.3 2022-05-01 Jump to invalid address: 014ed8c0 PC 09421c84 LR 09421c84
ダンボール戦機W v1.12.3 2022-04-27 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. fs: 00000000:0900d822 Tex TexAlpha LM StenToAlpha Sten1 TFuncMod AlphaTest > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; in lowp 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 = vec4(v.rgb, 1.0); } vs: 01000000:00000b31 HWX T N LM Tex Light: Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.12.3 2022-04-27 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. fs: 00000000:00000802 Tex LM TFuncMod #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; in lowp 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; fragColor0 = v; } vs: 01000000:00000b31 HWX T N LM Tex Light: Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.12.3 2022-04-27 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. fs: 00000000:0901d822 Tex TexAlpha LM StenToAlpha Sten1 TFuncMod AlphaTest0 > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; in lowp 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 = vec4(v.rgb, 1.0); } vs: 01000000:00000b31 HWX T N LM Tex Light: Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.12.3 2022-04-27 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. fs: 00000000:0001d822 Tex TexAlpha LM TFuncMod AlphaTest0 > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; in lowp 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: 01000000:00000b31 HWX T N LM Tex Light: Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.12.3 2022-04-27 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. fs: 00000000:0901d802 Tex LM StenToAlpha Sten1 TFuncMod AlphaTest0 > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; in lowp 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; if (v.a < 0.002) DISCARD; fragColor0 = vec4(v.rgb, 1.0); } vs: 01000000:00000b31 HWX T N LM Tex Light: Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.12.3 2022-04-27 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. fs: 00000000:0001d802 Tex LM TFuncMod AlphaTest0 > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; in lowp 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; if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 01000000:00000b31 HWX T N LM Tex Light: Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.12.3 2022-04-27 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. fs: 00000000:09000802 Tex LM StenToAlpha Sten1 TFuncMod #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; in lowp 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; fragColor0 = vec4(v.rgb, 1.0); } vs: 01000000:00000b31 HWX T N LM Tex Light: Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.12.3 2022-04-26 Error in shader program link: info: The fragment shader uses varying v_fogdepth, but previous shader does not write to it. fs: 00000000:09000802 Tex LM StenToAlpha Sten1 TFuncMod #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; in lowp 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; fragColor0 = vec4(v.rgb, 1.0); } vs: 01100001:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 <= 0.0 || (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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.12.3 2022-04-26 Error in shader program link: info: The fragment shader uses varying v_fogdepth, but previous shader does not write to it. fs: 00000000:09000802 Tex LM StenToAlpha Sten1 TFuncMod #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; in lowp 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; fragColor0 = vec4(v.rgb, 1.0); } vs: 01000000:00050b31 HWX T N LM Tex TexProjUV UVMtx Light: Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.12.3 2022-04-26 Error in shader program link: info: The fragment shader uses varying v_fogdepth, but previous shader does not write to it. fs: 00000000:09000802 Tex LM StenToAlpha Sten1 TFuncMod #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; in lowp 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; fragColor0 = vec4(v.rgb, 1.0); } vs: 01000000:00000b31 HWX T N LM Tex Light: Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
ダンボール戦機W v1.10.3 2022-02-26 Jump to invalid address: 03d26a00 PC 094486a4 LR 09448664
ダンボール戦機W v1.10.3 2022-02-26 Jump to invalid address: 04c79580 PC 094486a0 LR 09448664
ダンボール戦機W v1.10.3 2022-02-26 Jump to invalid address: 0517f100 PC 0944869c LR 09448664
ダンボール戦機W v1.10.3 2022-02-26 Jump to invalid address: 05121780 PC 09448698 LR 09448664
ダンボール戦機W v1.10.3 2022-02-26 Jump to invalid address: 05121e40 PC 09448694 LR 09448664
ダンボール戦機W v1.10.3 2022-02-26 Jump to invalid address: 02f02890 PC 09448668 LR 09448664
ダンボール戦機W v1.10.3 2022-02-26 Jump to invalid address: 015395c0 PC 09448664 LR 09448664
ダンボール戦機W v1.11.3 2022-01-23 Jump to invalid address: 0314f8c0
ダンボール戦機W v1.6.3 2021-10-01 WriteToHardware: Invalid address 00000014 near PC 08cf40ec LR 08cf40b0
ダンボール戦機W v1.6.3 2021-09-24 ReadFromHardware: Invalid address 00000028 near PC 08876f48 LR 08876f40
ダンボール戦機W v1.6.3 2021-09-23 ReadFromHardware: Invalid address 00000017 near PC 08d5cdac LR 08dc94b0
ダンボール戦機W v1.6.3 2021-09-23 ReadFromHardware: Invalid address 0000000b near PC 08d5cd9c LR 08dc94b0
ダンボール戦機W v1.6.3 2021-09-20 ReadFromHardware: Invalid address 00000120 near PC 08c695a0 LR 08c6ecf0
ダンボール戦機W v1.11.3 2021-09-16 Jump to invalid address: 03d27200 PC 09415bf4 LR 09415bb4
ダンボール戦機W v1.11.3 2021-09-16 Jump to invalid address: 04d83d40 PC 09415bf0 LR 09415bb4
ダンボール戦機W v1.11.3 2021-09-16 Jump to invalid address: 0509af00 PC 09415bec LR 09415bb4
ダンボール戦機W v1.11.3 2021-09-16 Jump to invalid address: 05056cc0 PC 09415be8 LR 09415bb4
ダンボール戦機W v1.11.3 2021-09-16 Jump to invalid address: 05057480 PC 09415be4 LR 09415bb4
ダンボール戦機W v1.11.3 2021-09-16 Jump to invalid address: 02f02890 PC 09415bb8 LR 09415bb4
ダンボール戦機W v1.11.3 2021-09-16 Jump to invalid address: 014ce840 PC 09415bb4 LR 09415bb4
ダンボール戦機W v1.10.3-1645-gff7e71f31 2021-09-15 Unknown GetPointer 00000000 PC 0897bdd0 LR 0897bdd0
ダンボール戦機W v1.6.3 2021-09-29 ReadFromHardware: Invalid address 000000f0 near PC 08cbcbe0 LR 08cbcba4
ダンボール戦機W v1.6.3 2021-09-10 ReadFromHardware: Invalid address 00000018 near PC 08875758 LR 08873dc0
ダンボール戦機W v1.10.3-1645-gff7e71f31 2021-09-05 ReadFromHardware: Invalid address 4d711780 near PC 4d711780 LR 088d0de0
ダンボール戦機W v1.10.3-1645-gff7e71f31 2021-09-05 ReadFromHardware: Invalid address 517bad6c near PC 517bad6c LR 088d0de0
ダンボール戦機W v1.10.3-1645-gff7e71f31 2021-09-05 ReadFromHardware: Invalid address 4d18d3a8 near PC 4d18d3a8 LR 088d0de0
ダンボール戦機W v1.10.3-1645-gff7e71f31 2021-09-05 ReadFromHardware: Invalid address 00000003 near PC 00000003 LR 0886d630