Recent logs - 討鬼伝

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Game title Version Latest Report Message
討鬼伝 v1.11.3 2021-12-22 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=18020): overlapping read
討鬼伝 v1.9.0 2021-12-18 sceDmacMemcpy(dest=09a0fb10, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.9.0 2021-12-16 sceDmacMemcpy(dest=09a1f060, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.9.0 2021-12-13 WriteToHardware: Invalid address 00000200 near PC 08b645f4 LR 08b8e05c
討鬼伝 v1.9.0 2021-12-12 sceDmacMemcpy(dest=09a1ddc0, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.9.0 2021-12-11 WriteToHardware: Invalid address 00000200 near PC 0889ab10 LR 0889ab10
討鬼伝 v1.9.0 2021-12-11 WriteToHardware: Invalid address 00000200 near PC 08837e64 LR 08837dbc
討鬼伝 v1.9.0 2021-12-10 sceDmacMemcpy(dest=0999e090, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.9.0 2021-12-10 WriteToHardware: Invalid address 00000200 near PC 08b8df90 LR 08b8df34
討鬼伝 v1.9.0 2021-12-10 sceDmacMemcpy(dest=09a2cc70, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.9.0 2021-12-09 WriteToHardware: Invalid address 00000200 near PC 08b64668 LR 08b8e05c
討鬼伝 v1.12.3 2021-12-08 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=23340): overlapping read
討鬼伝 v1.12.3 2021-12-07 sceDmacMemcpy(dest=09a260c0, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.12.3 2021-12-05 sceDmacMemcpy(dest=08efacd0, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.12.3 2021-12-03 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=29220): overlapping read
討鬼伝 v1.9.0 2021-12-12 WriteToHardware: Invalid address 00000200 near PC 08b8e01c LR 08b8df34
討鬼伝 v1.9.0 2022-01-23 WriteToHardware: Invalid address 00000200 near PC 08b64608 LR 08b8e05c
討鬼伝 v1.9.0 2021-12-09 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=7380): overlapping read
討鬼伝 v1.6.3-312-g31646d6c8 2021-11-27 Error in shader program link: info: (unknown reason) fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_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; inout 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; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01330000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
討鬼伝 v1.6.3-312-g31646d6c8 2021-11-27 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x 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; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout 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; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01330000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
討鬼伝 v1.12.2 2021-11-22 sceDmacMemcpy(dest=08d420c0, src=09b9cc80, size=25280): overlapping read
討鬼伝 v1.6.3-312-g31646d6c8 2021-11-20 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x 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; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout 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; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f35100:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:1 t:0 3: c:1 t:1 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; }
討鬼伝 v1.6.3-312-g31646d6c8 2021-11-20 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d802 Tex LM Fog 2x 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; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout 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; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f35100:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:1 t:0 3: c:1 t:1 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; }
討鬼伝 v1.6.3-312-g31646d6c8 2021-11-27 Error in shader program link: info: (unknown reason) fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_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; inout 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; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01b35000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 3: c:1 t:1 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; }
討鬼伝 v1.6.3-312-g31646d6c8 2021-11-20 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d802 Tex LM Fog 2x 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; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout 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; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01b35000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 3: c:1 t:1 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; }
討鬼伝 v1.6.3-312-g31646d6c8 2021-11-27 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x 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; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout 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; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01b35000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 3: c:1 t:1 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; }
討鬼伝 v1.9.0 2021-11-20 WriteToHardware: Invalid address 00000200 near PC 08b64654 LR 08b8e05c
討鬼伝 v1.9.0 2021-11-20 sceDmacMemcpy(dest=09a0af20, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.9.0 2021-11-17 sceDmacMemcpy(dest=09a0e190, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.9.0 2021-11-22 WriteToHardware: Invalid address 00000200 near PC 08b453cc LR 08b453cc
討鬼伝 v1.9.0 2021-11-13 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=29780): overlapping read
討鬼伝 v1.9.0 2021-11-15 WriteToHardware: Invalid address 00000200 near PC 08837e1c LR 08837dbc
討鬼伝 v1.9.0 2021-12-11 WriteToHardware: Invalid address 00000200 near PC 08837eac LR 08837dbc
討鬼伝 v1.12.2 2021-10-17 sceDmacMemcpy(dest=09f255f0, src=09b9cc80, size=12160): overlapping read
討鬼伝 v1.11.3-20-ge79f78693 2021-10-05 ReadFromHardware: Invalid address 00000004 near PC 08810000 LR 0880ffbc
討鬼伝 v1.11.3-20-ge79f78693 2021-10-04 sceDmacMemcpy(dest=08d572f0, src=09b9cc80, size=11764): overlapping read
討鬼伝 v1.11.3 2021-09-23 Rendering to framebuffer offset: 040cc000 +256x0
討鬼伝 v1.11.3 2021-09-23 FBO created from existing depthbuffer as color, 040cc000/00000000 and 04000000/040cc000
討鬼伝 v1.11.3 2021-09-23 FBO created from existing depthbuffer as color, 040cc000/00000000 and 04088000/040cc000
討鬼伝 v1.9.0 2021-09-22 WriteToHardware: Invalid address 00000204 near PC 08b8dfc0 LR 08b8df34
討鬼伝 v1.11.2 2021-09-18 sceDmacMemcpy(dest=09905990, src=09b9cc80, size=26624): overlapping read
討鬼伝 v1.11.2 2021-09-18 WriteToHardware: Invalid address 000001f9 near PC 08ab2bc8 LR 08ab2bc8
討鬼伝 v1.11.3-24-g331834781 2021-09-03 WriteToHardware: Invalid address 000000e4 near PC 08b52958 LR 08b52988
討鬼伝 v1.11.3-20-ge79f78693 2021-10-04 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=20820): overlapping read
討鬼伝 v1.11.3 2021-08-24 sceDmacMemcpy(dest=09e09ad0, src=09b9cc80, size=9366): overlapping read
討鬼伝 v1.11.3 2021-08-24 sceDmacMemcpy(dest=09a15670, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.9.0 2021-08-27 WriteToHardware: Invalid address 00000204 near PC 08b64608 LR 08b8e05c
討鬼伝 v1.11.3 2021-08-21 sceDmacMemcpy(dest=08d57230, src=09b9cc80, size=11468): overlapping read
討鬼伝 v1.9.0 2021-08-18 sceDmacMemcpy(dest=0956e780, src=09b9cc80, size=12644): overlapping read
討鬼伝 v1.11.3-20-ge79f78693 2021-10-05 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=26980): overlapping read
討鬼伝 v1.9.0 2021-08-17 WriteToHardware: Invalid address 00000001 near PC 08a8114c LR 08a810a4
討鬼伝 v1.9.0 2021-08-16 sceDmacMemcpy(dest=09a13650, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.9.0 2021-08-16 WriteToHardware: Invalid address 43800000 near PC 08b64830 LR 08b64830
討鬼伝 v1.11.3 2021-08-15 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=15780): overlapping read
討鬼伝 v1.11.3 2021-08-15 sceDmacMemcpy(dest=08d57230, src=09b9cc80, size=11136): overlapping read
討鬼伝 v1.9.0 2021-08-15 sceDmacMemcpy(dest=09ee2630, src=09b9cc80, size=12160): overlapping read
討鬼伝 v1.9.0 2021-08-15 sceDmacMemcpy(dest=08d572f0, src=09b9cc80, size=11136): overlapping read
討鬼伝 v1.9.0 2021-08-15 sceDmacMemcpy(dest=09e48910, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.11.3 2021-08-14 sceDmacMemcpy(dest=09a16aa0, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.4.2-425-g7a7ccee5e 2021-08-12 sceDmacMemcpy(dest=09a036d0, src=09b9cc80, size=6144): overlapping read
討鬼伝 v1.4.2-425-g7a7ccee5e 2021-07-22 fbo_blit_color failed in blit (00000000 -> 00000000)
討鬼伝 v1.4.2-425-g7a7ccee5e 2021-07-22 fbo_blit_color failed in blit (00044000 -> 00044000)
討鬼伝 v1.9.0 2021-07-11 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=27820): overlapping read
討鬼伝 v1.11.3 2021-06-22 sceDmacMemcpy(dest=099faae0, src=09b9cc80, size=26624): overlapping read
討鬼伝 v1.10.3 2021-06-21 An uneaten prefix at end of block: 089dff74
討鬼伝 v1.7.2 2021-06-05 sceDmacMemcpy(dest=09a1dce0, src=09b9cc80, size=6144): overlapping read
討鬼伝 v1.7.2 2021-08-21 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=28380): overlapping read
討鬼伝 v1.7.2 2021-06-05 sceDmacMemcpy(dest=09a05db0, src=09b9cc80, size=6144): overlapping read
討鬼伝 v1.9.0 2021-06-04 Branch in RSRTComp delay slot at 08a74cc8 in block starting at 08a74cac
討鬼伝 v1.12.3 2022-01-22 Waiting thread for 20 that was already waiting for 20
討鬼伝 v1.9.0 2021-12-10 WriteToHardware: Invalid address 00000200 near PC 08b64600 LR 08b8e05c
討鬼伝 v1.9.0 2021-04-18 WriteToHardware: Invalid address 00000200 near PC 088102c8 LR 0881029c
討鬼伝 v1.9.0 2021-04-18 WriteToHardware: Invalid address 00000200 near PC 0887b4bc LR 0887b4bc
討鬼伝 v1.8.0 2021-04-10 sceDmacMemcpy(dest=09a1b000, src=09b9cc80, size=28316): overlapping read
討鬼伝 v1.8.0 2021-04-09 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=19700): overlapping read
討鬼伝 v1.8.0 2021-04-01 sceDmacMemcpy(dest=09a181f0, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.8.0 2021-03-31 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=8500): overlapping read
討鬼伝 v1.11.2 2021-02-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
討鬼伝 v1.11.2 2021-02-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
討鬼伝 v1.12.3 2022-01-19 Unimplemented HLE function sceNpCommerce2Term
討鬼伝 v1.12.3 2022-01-19 Unimplemented HLE function sceNpCommerce2DestroyCtx
討鬼伝 v1.12.3 2022-01-19 Unimplemented HLE function sceNpCommerce2Init
討鬼伝 v1.9.0 2021-02-06 sceDmacMemcpy(dest=0998af70, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.8.0 2021-01-22 Decoding texture from VRAM mirror at 04223040 swizzle=0
討鬼伝 v1.10.3 2021-01-06 sceDmacMemcpy(dest=08d6b310, src=09b9cc80, size=2612): overlapping read
討鬼伝 v1.4.2-425-g7a7ccee5e 2020-12-30 sceDmacMemcpy(dest=09a17390, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.10.3 2020-12-19 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=26140): overlapping read
討鬼伝 v1.4.2-425-g7a7ccee5e 2020-11-25 sceDmacMemcpy(dest=09a19e30, src=09b9cc80, size=32768): overlapping read
討鬼伝 v1.4.2-425-g7a7ccee5e 2020-11-06 sceDmacMemcpy(dest=09f3e070, src=09b9cc80, size=12160): overlapping read
討鬼伝 v1.9.0 2021-11-23 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=16060): overlapping read
討鬼伝 v1.6.3-312-g31646d6c8 2020-10-09 sceDmacMemcpy(dest=08d572f0, src=09b9cc80, size=432): overlapping read
討鬼伝 v1.9.0 2020-12-29 sceDmacMemcpy(dest=09a02690, src=09b9cc80, size=6144): overlapping read
討鬼伝 v1.4.2-425-g7a7ccee5e 2020-10-06 Trying to write block exit to illegal destination 00016fbd: pc = 00002ef1
討鬼伝 v1.4.2-425-g7a7ccee5e 2020-10-06 Trying to compile instruction 48c0f5ec that can't be interpreted
討鬼伝 v1.4.2-425-g7a7ccee5e 2020-10-06 Jump to invalid address: 0f0555a8 PC 00010021 LR 08882ee0
討鬼伝 v1.10.2 2020-10-03 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=8736): overlapping read
討鬼伝 v1.6.3-312-g31646d6c8 2021-09-19 sceDmacMemcpy(dest=08c06440, src=09b9cc80, size=31740): overlapping read
討鬼伝 v1.4.2-425-g7a7ccee5e 2020-08-29 Texture cache ran out of GPU memory; switching to low memory mode
討鬼伝 v1.9.0 2020-07-16 Jump to invalid address: 0a400060
討鬼伝 v1.9.0 2020-07-16 Jump to invalid address: 0a400010