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Game title Version Latest Report Message
デジモンアドベンチャー v1.8.0 2019-03-18 Unknown GetPointer 00000000 PC 08912974 LR 08912974
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2019-03-02 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. / fs: #version 330 #define lowp #define mediump #define highp in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 330 #define lowp #define mediump #define highp in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
デジモンアドベンチャー v1.4.2-199-g3249d81 2019-02-06 Branch in RSZeroComp delay slot at 0880fffc in block starting at 0880fff8
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-02-07 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00800022 Tex TexAlpha 2x 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 = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 00000000:00000910 HWX T Tex (failed) #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 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 = 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); 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 2019-02-05 Error in shader compilation: info: 0:48: L0001: Expected token ')', found 'identifier' 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 2019-02-05 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking 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 (failed) #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 2019-02-05 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking 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 (failed) #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 2019-02-05 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking 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: 00000000:00000b18 HWX C T N Tex (failed) #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 2019-02-05 Error in shader compilation: info: 0:24: L0001: Expected token ')', found 'identifier' 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 2019-02-05 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00200822 Tex TexAlpha LM Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; 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); gl_FragColor = v; } vs: 01230010:00000915 HWX T LM Fog Tex Light: 1: c:1 t:0 MatUp:3 (failed) #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 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 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 = 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_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); 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 2019-02-05 Error in shader compilation: info: 0:47: L0001: Expected token ')', found 'identifier' 01230010:00000915 HWX T LM Fog Tex Light: 1: c:1 t:0 MatUp:3 #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 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 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 = 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_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); 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 2019-02-07 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00800002 Tex 2x 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); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 00000000:00000910 HWX T Tex (failed) #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 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 = 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); 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 2019-02-07 Error in shader compilation: info: 0:22: L0001: Expected token ')', found 'identifier' 00000000:00000910 HWX T 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 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 = 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); 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 2019-02-02 Error in shader compilation: info: (unknown reason) 00000000:00000001 Clear #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-02-02 Error in shader program link: info: (unknown reason) fs: 00000000:00000000 (failed) #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000002 THR (failed) #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-02-02 WriteToHardware: Invalid address 4dcd0dcd near PC 08000000 LR 08000000
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-02-01 WriteToHardware: Invalid address 000028cc near PC 08000000 LR 08000000
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-01-31 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0020f002 Tex Fog TFuncMod AlphaTest >= #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00004b1c HWX C T N Fog Tex TessRevN #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp 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 2019-01-31 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00004910 HWX T Tex TessRevN #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = 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 2019-03-07 Error in shader program link: info: (unknown reason) fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = 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 2019-03-07 Error in shader program link: info: (unknown reason) fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = 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 v1.7 2018-12-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296776
デジモンアドベンチャー v1.7 2018-12-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776
デジモンアドベンチャー v1.4.2-199-g3249d81 2018-10-31 WriteToHardware: Invalid address 00000e54 near PC 08964bb0 LR 088a19d8
デジモンアドベンチャー v1.6.3 2018-09-11 Unknown GetPointer 00000000 PC 088afcd8 LR 088afce0
デジモンアドベンチャー v1.6.3 2018-09-11 WriteToHardware: Invalid address 00000020 near PC 088afcd8 LR 088afce0
デジモンアドベンチャー v1.6.3 2018-09-11 ReadFromHardware: Invalid address 0000000c near PC 088afc20 LR 088afb7c
デジモンアドベンチャー v1.6.3 2018-08-30 Unexpected mpeg first timestamp: cbcf77ed9e7 / 14005745670631
デジモンアドベンチャー v1.6.3 2018-08-30 Unexpected mpeg first timestamp: ea598acf63e / 16104393864766
デジモンアドベンチャー v1.6.3 2018-08-30 Unexpected mpeg first timestamp: af07cfeca19 / 12028005501465
デジモンアドベンチャー v1.6.3 2018-08-30 Unexpected mpeg first timestamp: fb0b33b66bf / 17251595675327
デジモンアドベンチャー v1.4.2-199-g3249d81 2018-08-27 WriteToHardware: Invalid address 00000e54 near PC 0894fce4 LR 089503e8
デジモンアドベンチャー v1.6.3-383-g22a536fb0 2018-08-27 WriteToHardware: Invalid address 00001480 near PC 08000000 LR 08000000
デジモンアドベンチャー v1.6.3-492-g9fddfff66 2019-01-05 GL ran out of GPU memory; switching to low memory mode
デジモンアドベンチャー v1.5.4 2018-07-16 ReadFromHardware: Invalid address 0000000c near PC 088afb70 LR 088afb7c
デジモンアドベンチャー v1.5.4 2018-07-15 ReadFromHardware: Invalid address 027ad4df near PC 088736a4 LR 088736d0
デジモンアドベンチャー v1.6.3 2018-07-08 Branch in Jump delay slot at 0894f508 in block starting at 0894f4f4
デジモンアドベンチャー v1.4.2-199-g3249d81 2018-06-09 WriteToHardware: Invalid address 00000e54 near PC 0895256c LR 089523dc
デジモンアドベンチャー v1.7.5 2019-02-07 An uneaten prefix at end of block for 0894ec64
デジモンアドベンチャー v1.5.4-336-ga989b4a93 2018-05-24 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
デジモンアドベンチャー v1.5.4 2018-05-17 Direct3D9: Failed to get the device caps!
デジモンアドベンチャー v1.5.4 2018-03-31 WriteToHardware: Invalid address 03820000 near PC 088b4b5c LR 088ab320
デジモンアドベンチャー v1.5.4 2018-03-31 ReadFromHardware: Invalid address 0382000c near PC 088778e4 LR 088aba6c
デジモンアドベンチャー v1.8.0 2019-03-19 An uneaten prefix at end of block: 0894ec9c
デジモンアドベンチャー v1.4.2-199-g3249d81 2018-02-03 WriteToHardware: Invalid address 00000e56 near PC 088dc478 LR 088dc478
デジモンアドベンチャー v1.6.3 2018-07-21 Failed decrypting the PRX (ret = -1, size = 2688317, psp_size = 2688656)!
デジモンアドベンチャー v1.4.2 2017-10-17 ReadFromHardware: Invalid address 0011088b near PC 0011088b LR 0011088b
デジモンアドベンチャー v1.4.2 2017-10-17 WriteToHardware: Invalid address 00000e54 near PC 08907fc4 LR 089078cc
デジモンアドベンチャー v1.4.2 2017-09-06 WriteToHardware: Invalid address 00000002 near PC 08000000 LR 08000000
デジモンアドベンチャー v1.4.2 2017-08-31 WriteToHardware: Invalid address 00000e56 near PC 08973578 LR 0897333c
デジモンアドベンチャー v1.4.2 2017-07-25 ReadFromHardware: Invalid address 00000099 near PC 088b2738 LR 088b0b34
デジモンアドベンチャー v1.4.2 2017-07-25 ReadFromHardware: Invalid address 00000014 near PC 088b0150 LR 088b0158
デジモンアドベンチャー v1.4.2-199-g3249d81 2019-03-03 Branch in RSRTComp delay slot at 0880fffc in block starting at 0880fff8
デジモンアドベンチャー v1.4.2 2017-05-31 Bad segment number 157
デジモンアドベンチャー v1.4.2 2017-05-31 Suspicious address 578c6f60, skipping reloc, type = 0
デジモンアドベンチャー v1.4.2 2017-05-31 Bad segment number 251
デジモンアドベンチャー v1.4.2 2017-05-31 Suspicious address 0bd932c9, skipping reloc, type = 3
デジモンアドベンチャー v1.4.2 2017-05-31 Bad segment number 239
デジモンアドベンチャー v1.4.2 2017-05-31 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 48d600ac, type=8 : nop
デジモンアドベンチャー v1.4.2 2017-05-31 Suspicious address 1b0048d4, skipping reloc, type = 11
デジモンアドベンチャー v1.4.2 2017-05-31 Bad segment number 39
デジモンアドベンチャー v1.4.2 2017-05-31 Bad segment number 95
デジモンアドベンチャー v1.4.2 2017-05-31 Bad segment number 57
デジモンアドベンチャー v1.4.2 2017-05-31 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 09210100, type=14 : nop
デジモンアドベンチャー v1.4.2 2017-05-31 Bad segment number 142
デジモンアドベンチャー v1.4.2 2017-05-31 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08804300, type=3 : addiu sp, sp, 0x10
デジモンアドベンチャー v1.4.1 2017-05-25 WriteToHardware: Invalid address 00000290 near PC 08000000 LR 08000000
デジモンアドベンチャー v1.4.2-199-g3249d81 2018-05-20 WriteToHardware: Invalid address 00000e54 near PC 08952644 LR 089523dc
デジモンアドベンチャー v1.4-2-g648bc5d 2017-04-15 Unknown GE command : 03030303
デジモンアドベンチャー v1.4-2-g648bc5d 2017-04-16 Unknown GetPointer 00000000 PC 088afcc4 LR 088afce0
デジモンアドベンチャー v1.4-2-g648bc5d 2017-04-14 ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000
デジモンアドベンチャー v1.2.2 2016-05-19 Unable to download render target data from 04044000
デジモンアドベンチャー v1.2.2 2016-05-19 Unable to download render target data from 04000000
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 020fcea0
デジモンアドベンチャー v1.8.0 2019-03-18 Game install with no files / data
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 020fc1a0
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 020fc8e0
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 07ffd500
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 020d9190
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 020d9040
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 020fcf00
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 022770b0
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 0745a440
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 07ffd4b0
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 MIPSCompileOp: Invalid instruction 00000005
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 02100270
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 020ffea0
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 07458840
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 MIPSCompileOp: Invalid instruction 7f800001
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 021007c0
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 0211e1c0
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 020f80d0
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-06-25 Jump to invalid address: 0745a200
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-01-22 Jump to invalid address: 0275d260
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-01-22 Jump to invalid address: 0275d270
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-01-22 Jump to invalid address: 0275d210
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-01-22 Jump to invalid address: 0275d230
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-01-22 Jump to invalid address: 0275d2a0
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-01-22 Jump to invalid address: 0275d120
デジモンアドベンチャー v1.1.1-66-g5ebd7bf 2016-01-22 Jump to invalid address: 0275d0c0