Recent logs - 討鬼伝 極

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Game title Version Latest Report Message
討鬼伝 極 v1.10.3 2020-11-30 WriteToHardware: Invalid address 000001c0 near PC 088e2740 LR 088e2754
討鬼伝 極 v1.10.3 2020-11-30 ReadFromHardware: Invalid address 00000064 near PC 088e2740 LR 088e2754
討鬼伝 極 v1.10.3 2020-11-30 WriteToHardware: Invalid address 0000002c near PC 08c4eeb0 LR 08b7c7c8
討鬼伝 極 v1.10.3 2020-11-30 WriteToHardware: Invalid address 000001c0 near PC 08b07b44 LR 08b07b58
討鬼伝 極 v1.10.3 2020-11-30 ReadFromHardware: Invalid address 00000064 near PC 08b07b44 LR 08b07b58
討鬼伝 極 v1.10.3 2020-11-29 WriteToHardware: Invalid address 00000004 near PC 08bb5160 LR 08b0c5e0
討鬼伝 極 v1.10.3 2020-11-28 WriteToHardware: Invalid address 0000000c near PC 08ae6ca0 LR 08ae8f04
討鬼伝 極 v1.10.3 2020-11-28 ReadFromHardware: Invalid address 00000064 near PC 08ae6ca0 LR 08ae8f04
討鬼伝 極 v1.10.3 2020-11-27 WriteToHardware: Invalid address 000001c0 near PC 08bac704 LR 08bac690
討鬼伝 極 v1.10.3 2020-11-27 WriteToHardware: Invalid address 000001b9 near PC 08bac704 LR 08bac690
討鬼伝 極 v1.10.3 2020-11-27 ReadFromHardware: Invalid address 00000064 near PC 08bac704 LR 08bac690
討鬼伝 極 v1.10.3 2020-11-27 WriteToHardware: Invalid address 0000001c near PC 08bac704 LR 08bac690
討鬼伝 極 v1.10.3 2020-11-25 sceDmacMemcpy(dest=09a7c430, src=09b9b940, size=32768): overlapping read
討鬼伝 極 v1.10.3 2020-11-21 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464
討鬼伝 極 v1.10.3 2020-11-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
討鬼伝 極 v1.10.3 2020-11-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
討鬼伝 極 v1.10.3 2020-11-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
討鬼伝 極 v1.10.3 2020-11-19 sceDmacMemcpy(dest=09dcb760, src=09b9b940, size=32768): overlapping read
討鬼伝 極 v1.10.3 2020-11-17 WriteToHardware: Invalid address 000001c0 near PC 0885a8f4 LR 08849c80
討鬼伝 極 v1.10.3 2020-11-17 WriteToHardware: Invalid address 000001b9 near PC 0885a8f4 LR 08849c80
討鬼伝 極 v1.10.3 2020-11-17 ReadFromHardware: Invalid address 00000064 near PC 0885a8f4 LR 08849c80
討鬼伝 極 v1.10.3 2020-11-17 WriteToHardware: Invalid address 0000001c near PC 0885a8f4 LR 08849c80
討鬼伝 極 v1.10.3 2020-11-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
討鬼伝 極 v1.10.3 2020-11-16 sceDmacMemcpy(dest=09aacaa0, src=09b9b940, size=26624): overlapping read
討鬼伝 極 v1.9.3-601-g31f4caeb2 2020-11-16 __KernelStopThread: thread 1436 does not exist
討鬼伝 極 v1.10.3 2020-11-15 sceDmacMemcpy(dest=09a91ae0, src=09b9b940, size=23148): overlapping read
討鬼伝 極 v1.10.3 2020-11-15 sceDmacMemcpy(dest=09a92b60, src=09b9b940, size=12288): overlapping read
討鬼伝 極 v1.10.3 2020-11-14 sceDmacMemcpy(dest=09a92770, src=09b9b940, size=10140): overlapping read
討鬼伝 極 v1.9.3-601-g31f4caeb2 2020-11-12 __KernelStopThread: thread 1485 does not exist
討鬼伝 極 v1.9.3-601-g31f4caeb2 2020-11-12 __KernelStopThread: thread 1480 does not exist
討鬼伝 極 v1.9.3-601-g31f4caeb2 2020-11-12 __KernelStopThread: thread 295 does not exist
討鬼伝 極 v1.7.5 2020-11-12 sceDmacMemcpy(dest=09a99050, src=09b9b940, size=10572): overlapping read
討鬼伝 極 v1.10.3 2020-11-12 WriteToHardware: Invalid address 23020201 near PC 08c7f134 LR 08c7f144
討鬼伝 極 v1.10.3 2020-11-12 WriteToHardware: Invalid address 2302032d near PC 08b51e54 LR 08b51ef0
討鬼伝 極 v1.10.3 2020-11-12 WriteToHardware: Invalid address 23020211 near PC 08b51e54 LR 08b51e54
討鬼伝 極 v1.10.3 2020-11-11 sceDmacMemcpy(dest=09a7b9c0, src=09b9b940, size=32768): overlapping read
討鬼伝 極 v1.10.3 2020-11-07 sceDmacMemcpy(dest=09a7db10, src=09b9b940, size=12912): overlapping read
討鬼伝 極 v1.5.4 2020-11-05 ReadFromHardware: Invalid address 00000064 near PC 08c50e58 LR 08c50e84
討鬼伝 極 v1.5.4 2020-11-05 WriteToHardware: Invalid address 0000001c near PC 08c50e58 LR 08c50e84
討鬼伝 極 v1.9.3-251-ga9302c49f 2020-11-04 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
討鬼伝 極 v1.10.3 2020-11-03 WriteToHardware: Invalid address 000001c0 near PC 088e2de8 LR 088e2e80
討鬼伝 極 v1.10.3 2020-11-03 WriteToHardware: Invalid address 0000001c near PC 08c4edcc LR 08c4edf0
討鬼伝 極 v1.10.3 2020-11-17 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel1 [Revision 96995]. 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 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_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; 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 * 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot * 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w);
討鬼伝 極 v1.10.3 2020-11-01 sceDmacMemcpy(dest=09a91ae0, src=09b9b940, size=27800): overlapping read
討鬼伝 極 v1.10.3 2020-10-20 MIPSCompileOp: Invalid instruction eed4d74a
討鬼伝 極 v1.10.3 2020-10-20 MIPSCompileOp: Invalid instruction 6cea3569
討鬼伝 極 v1.10.3 2020-10-20 Jump to invalid address: 0d0d09cc
討鬼伝 極 v1.10.3 2020-10-24 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
討鬼伝 極 v1.10.3 2020-10-24 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
討鬼伝 極 v1.10.3 2020-10-19 sceDmacMemcpy(dest=09aac9e0, src=09b9b940, size=17292): overlapping read
討鬼伝 極 v1.10.3 2020-10-15 FBO using existing buffer as depthbuffer, 04000000/04088000 and 04088000/04088000
討鬼伝 極 v1.10.3 2020-10-15 FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/04088000
討鬼伝 極 v1.10.3 2020-10-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
討鬼伝 極 v1.10.3 2020-10-15 sceMpegRingbufferPut(): invalid mpeg data
討鬼伝 極 v1.10.3-810-gef08c0237 2020-10-03 __KernelStopThread: thread 1957 does not exist
討鬼伝 極 v1.10.3-810-gef08c0237 2020-10-03 __KernelStopThread: thread 2081 does not exist
討鬼伝 極 v1.10.3 2020-09-28 WriteToHardware: Invalid address 00000004 near PC 088ef47c LR 088eadbc
討鬼伝 極 v1.10.3 2020-09-28 ReadFromHardware: Invalid address 00000064 near PC 088ef47c LR 088eadbc
討鬼伝 極 v1.9.4 2020-09-25 sceDmacMemcpy(dest=09aacdd0, src=09b9b940, size=7580): overlapping read
討鬼伝 極 v1.10.3 2020-11-30 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 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 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_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; 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 * 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot * 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w);
討鬼伝 極 v1.10.3 2020-10-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
討鬼伝 極 v1.10.3 2020-09-22 sceDmacMemcpy(dest=09eaf1e0, src=09b9b940, size=32768): overlapping read
討鬼伝 極 v1.6.3-492-g9fddfff66 2020-09-21 sceDmacMemcpy(dest=09aab130, src=09b9b940, size=17456): overlapping read
討鬼伝 極 v1.10.3 2020-10-31 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 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 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_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; 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 * 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot * 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w);
討鬼伝 極 v1.9.4 2020-09-20 WriteToHardware: Invalid address 0000002c near PC 08b07d28 LR 08b07d28
討鬼伝 極 v1.10.3 2020-09-19 Ignoring func export sceLibFont/5c3e4a9e, already implemented in HLE.
討鬼伝 極 v1.9.4 2020-09-18 sceDmacMemcpy(dest=09a91ae0, src=09b9b940, size=12488): overlapping read
討鬼伝 極 v1.10.3 2020-09-18 sceDmacMemcpy(dest=09a7c090, src=09b9b940, size=32768): overlapping read
討鬼伝 極 v1.9.3 2020-09-15 sceDmacMemcpy(dest=08d4ae00, src=09b9b940, size=4300): overlapping read
討鬼伝 極 v1.10.3 2020-09-15 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
討鬼伝 極 v1.9.4 2020-09-26 sceDmacMemcpy(dest=09a75e60, src=09b9b940, size=6144): overlapping read
討鬼伝 極 v1.9.4 2020-09-20 sceDmacMemcpy(dest=09a91ed0, src=09b9b940, size=2180): overlapping read
討鬼伝 極 v1.9.4 2020-09-10 sceDmacMemcpy(dest=09a90230, src=09b9b940, size=17456): overlapping read
討鬼伝 極 v1.10.3-912-g615e07ffc 2020-11-27 Unimplemented HLE function sceNpCommerce2Term
討鬼伝 極 v1.10.3-912-g615e07ffc 2020-11-27 Unimplemented HLE function sceNpCommerce2DestroyCtx
討鬼伝 極 v1.10.3-622-g3d5bac582 2020-11-27 Unimplemented HLE function sceNpCommerce2Init
討鬼伝 極 v1.10.3 2020-09-10 sceDmacMemcpy(dest=09a92770, src=09b9b940, size=27800): overlapping read
討鬼伝 極 v1.10.3 2020-09-09 sceDmacMemcpy(dest=09a92770, src=09b9b940, size=29636): overlapping read
討鬼伝 極 v1.9.3 2020-09-08 sceDmacMemcpy(dest=0990be60, src=09b9b940, size=32768): overlapping read
討鬼伝 極 v1.9.3 2020-09-07 sceDmacMemcpy(dest=09a82390, src=09b9b940, size=10992): overlapping read
討鬼伝 極 v1.9.3 2020-09-06 sceDmacMemcpy(dest=09aacdd0, src=09b9b940, size=7428): overlapping read
討鬼伝 極 v1.8.0 2020-09-06 sceDmacMemcpy(dest=09aac9e0, src=09b9b940, size=27376): overlapping read
討鬼伝 極 v1.10.3 2020-09-05 sceDmacMemcpy(dest=09a92770, src=09b9b940, size=11500): overlapping read
討鬼伝 極 v1.10.3 2020-09-04 sceDmacMemcpy(dest=09a91ed0, src=09b9b940, size=10616): overlapping read
討鬼伝 極 v1.10.3 2020-09-03 sceDmacMemcpy(dest=0970e0c0, src=09b9b940, size=8752): overlapping read
討鬼伝 極 v1.6.3 2020-09-02 sceDmacMemcpy(dest=08d4ae00, src=09b9b940, size=4020): overlapping read
討鬼伝 極 v1.10.3 2020-09-02 sceDmacMemcpy(dest=09a92770, src=09b9b940, size=31432): overlapping read
討鬼伝 極 v1.10.3 2020-08-31 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
討鬼伝 極 v1.10.3 2020-08-31 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
討鬼伝 極 v1.10.3 2020-10-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
討鬼伝 極 v1.4.2-425-g7a7ccee5e 2020-08-31 sceDmacMemcpy(dest=08d4ae00, src=09b9b940, size=25020): overlapping read
討鬼伝 極 v1.9.3 2020-08-30 sceDmacMemcpy(dest=09a7cf60, src=09b9b940, size=32768): overlapping read
討鬼伝 極 v1.10.3 2020-08-30 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
討鬼伝 極 v1.9.3 2020-11-22 sceDmacMemcpy(dest=08d4ae00, src=09b9b940, size=28940): overlapping read
討鬼伝 極 v1.10.3 2020-08-23 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
討鬼伝 極 v1.10.3 2020-08-21 sceDmacMemcpy(dest=09aad6c0, src=09b9b940, size=12288): overlapping read
討鬼伝 極 v1.10.3 2020-11-30 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 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 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_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; 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 * 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot * 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w);
討鬼伝 極 v1.10.3 2020-08-26 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
討鬼伝 極 v1.10.3 2020-08-16 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=0, text=0
討鬼伝 極 v1.10.3 2020-08-16 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2