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Game title Version Latest Report Message
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-11-12 WriteToHardware: Invalid address 000eb6c0 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-11-05 WriteToHardware: Invalid address 10004100 near PC 08000000 LR 08000000
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 45) Syntax error fs: 00000000:00000802 Tex LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 01230010:00000b11 HWX T N LM Tex Light: 1: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * 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 <= 0.0f || (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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 45) Syntax error fs: 00000000:0000f822 Tex TexAlpha LM TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01230010:00000b11 HWX T N LM Tex Light: 1: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * 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 <= 0.0f || (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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 45) Syntax error fs: 00000000:0900f822 Tex TexAlpha LM StenToAlpha Sten1 TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = vec4(v.rgb, 1.0); } vs: 01230010:00000b11 HWX T N LM Tex Light: 1: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * 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 <= 0.0f || (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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 45) Syntax error fs: 00000000:09000802 Tex LM StenToAlpha Sten1 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = vec4(v.rgb, 1.0); } vs: 01230010:00000b11 HWX T N LM Tex Light: 1: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * 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 <= 0.0f || (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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 27) Syntax error fs: 00000000:0020f002 Tex Fog TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00000b1c HWX C T N Fog Tex #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = 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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 24) Syntax error fs: 00000000:0000f022 Tex TexAlpha TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00000b18 HWX C T N Tex #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = 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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 48) Syntax error fs: 00000000:0020f822 Tex TexAlpha LM Fog TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01230010:00000b1d HWX C T N LM Fog Tex Light: 1: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; 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_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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 23) Syntax error fs: 00000000:00000002 Tex TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; } vs: 00000000:00000b10 HWX T N Tex #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 25) Syntax error fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000914 HWX T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 27) Syntax error fs: 00000000:00200002 Tex Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000b1c HWX C T N Fog Tex #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = 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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 27) Syntax error fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00000b1c HWX C T N Fog Tex #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = 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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 26) Syntax error fs: 00000000:00200002 Tex Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000b14 HWX T N Fog Tex #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 25) Syntax error fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; 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); gl_FragColor = v; } vs: 00000000:00000914 HWX T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 25) Syntax error fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = 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); gl_FragColor = v; } vs: 00000000:00000914 HWX T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-26 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 26) Syntax error fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00000b14 HWX T N Fog Tex #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-10-19 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00200822 Tex TexAlpha LM Fog 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; 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 fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01130001:00000915 HWX T LM Fog Tex Light: 0: c:1 t:0 MatUp:3 #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 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 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 = 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 * u_matambientalpha + 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 * u_matdiffuse) * 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 * 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); 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; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-30 WriteToHardware: Invalid address 0016ef88 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-30 WriteToHardware: Invalid address 0011aac8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-30 WriteToHardware: Invalid address 0010b3c8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-30 WriteToHardware: Invalid address 00078948 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-27 WriteToHardware: Invalid address 00029700 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-27 WriteToHardware: Invalid address 002ab020 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-27 WriteToHardware: Invalid address 00003dc0 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-27 WriteToHardware: Invalid address 0023ed80 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-05 WriteToHardware: Invalid address 00298da8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-09-05 WriteToHardware: Invalid address 00242ee8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-08-24 WriteToHardware: Invalid address 0017c2c8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-08-17 WriteToHardware: Invalid address 000d0068 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-08-16 WriteToHardware: Invalid address 0014d268 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-08-15 WriteToHardware: Invalid address 000fc418 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-08-12 WriteToHardware: Invalid address 000e7898 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-07-30 WriteToHardware: Invalid address 0002d868 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-07-14 WriteToHardware: Invalid address 0005af98 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-07-12 WriteToHardware: Invalid address 0002a740 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3 2019-06-18 ReadFromHardware: Invalid address 38342975 near PC 089631f4 LR 0896308c
デジモンアドベンチャー v1.6.3 2019-06-18 ReadFromHardware: Invalid address 38342973 near PC 08964064 LR 08963530
デジモンアドベンチャー v1.6.3 2019-06-18 ReadFromHardware: Invalid address 38342973 near PC 08961f10 LR 08961e74
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-15 WriteToHardware: Invalid address 000d14b8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-13 WriteToHardware: Invalid address 000caf28 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-12 WriteToHardware: Invalid address 000bd638 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-11 WriteToHardware: Invalid address 00000f3c near PC 0896e394 LR 0896ced4
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-11 WriteToHardware: Invalid address 00000e54 near PC 0896e394 LR 0896ced4
デジモンアドベンチャー v1.8.0 2019-09-16 Unknown GetPointer 00000000 PC 08000000 LR 08000000
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-08 WriteToHardware: Invalid address 000aeea8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-07 WriteToHardware: Invalid address 000af2b8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-07 WriteToHardware: Invalid address 000a80f8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-07 WriteToHardware: Invalid address 0009adb8 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-06 WriteToHardware: Invalid address 0008fe38 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-06-04 WriteToHardware: Invalid address 00000e54 near PC 088b022c LR 088b1984
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-05-29 WriteToHardware: Invalid address 0009d6c0 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-05-29 WriteToHardware: Invalid address 00078a80 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.8.0 2019-05-24 Error in shader compilation: info: ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:351: '=' : cannot convert from 'const int' to '3-component vector of float' ERROR: 0:372: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:372: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:372: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:372: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:381: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:381: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:381: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:381: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:384: 'mul' : no matching overloaded function found ERROR: 0:384: 'mul' : no matching overloaded function found ERROR: 0:386: '-' : wrong operand types no operation '-' exists that takes a left-hand operand of type 'const float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 18 compilation errors. No code generated. postshader // 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 h
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-05-23 WriteToHardware: Invalid address 00079780 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-05-22 WriteToHardware: Invalid address 00015c28 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-05-22 WriteToHardware: Invalid address 00006250 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-05-20 WriteToHardware: Invalid address 00167950 near PC 0889bb9c LR 0889bb9c
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0053088b: pc = 0052088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 005d088b: pc = 005c088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0059088b: pc = 0058088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0035088b: pc = 0034088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 004b088b: pc = 004a088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0055088b: pc = 0054088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0050088b: pc = 004f088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0033088b: pc = 0032088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 002f088b: pc = 002e088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0042088b: pc = 0041088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 005f088b: pc = 005e088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0057088b: pc = 0056088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0029088b: pc = 0028088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 005e088b: pc = 005d088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0052088b: pc = 0051088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0062088b: pc = 0061088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0056088b: pc = 0055088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0045088b: pc = 0044088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 004d088b: pc = 004c088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0023088b: pc = 0022088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0030088b: pc = 002f088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0044088b: pc = 0043088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0026088b: pc = 0025088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0028088b: pc = 0027088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0038088b: pc = 0037088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0054088b: pc = 0053088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0009088b: pc = 0008088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 001b088b: pc = 001a088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0010088b: pc = 000f088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 004f088b: pc = 004e088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 004e088b: pc = 004d088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0049088b: pc = 0048088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0022088b: pc = 0021088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0037088b: pc = 0036088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 003a088b: pc = 0039088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0024088b: pc = 0023088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0002088b: pc = 0001088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0034088b: pc = 0033088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 005b088b: pc = 005a088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 0032088b: pc = 0031088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 001e088b: pc = 001d088b
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-05-09 Trying to write block exit to illegal destination 002b088b: pc = 002a088b