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Game title |
Version |
Latest Report |
Message |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2022-06-05 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0a000022 Tex TexAlpha StenToAlphaDual Sten1 TFuncMod
#version 320 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 506 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = vec4(v.rgb, 1.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:00000012 THR Tex
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2022-06-04 |
sceDmacMemcpy(dest=040cc080, src=091e68b0, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2022-05-05 |
sceDmacMemcpy(dest=04121d40, src=097b36e0, size=640): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2022-05-05 |
sceDmacMemcpy(dest=0415c980, src=0956c360, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2022-04-10 |
sceDmacMemcpy(dest=040cc080, src=08f91130, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2022-05-10 |
sceDmacMemcpy(dest=0415c980, src=09570260, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2022-02-03 |
A save request is already running, not starting a new one |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2022-01-06 |
sceDmacMemcpy(dest=040cc080, src=08ded030, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2021-12-25 |
sceDmacMemcpy(dest=040cc080, src=08eb9830, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2021-12-24 |
sceDmacMemcpy(dest=04161840, src=09303d40, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2021-12-20 |
sceDmacMemcpy(dest=04164040, src=091cdb20, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2021-12-10 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0a21d022 Tex TexAlpha Fog StenToAlphaDual Sten1 TFuncMod AlphaTest0 >
#version 320 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 505 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(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);
if (v.a < 0.002) DISCARD;
fragColor0 = vec4(v.rgb, 1.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:0000493c HWX C T Fog Tex TessRevN Cull
#version 320 es
// Adreno (TM) 505 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
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 mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.8.0 |
2021-10-23 |
sceDmacMemcpy(dest=0415c980, src=0963b800, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-09-30 |
sceDmacMemcpy(dest=04161840, src=092b34c0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-09-20 |
sceDmacMemcpy(dest=0415c980, src=0962ef00, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-09-04 |
sceDmacMemcpy(dest=0415c980, src=09626780, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.7.5 |
2021-08-27 |
sceDmacMemcpy(dest=04163c00, src=09389540, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-25 |
sceDmacMemcpy(dest=040cc080, src=0903b230, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-25 |
sceDmacMemcpy(dest=04169480, src=09228ba0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-19 |
sceDmacMemcpy(dest=0415c980, src=0945ac60, size=64): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.8.0 |
2021-08-10 |
sceDmacMemcpy(dest=04165300, src=093aadc0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-08 |
MIPSCompileOp: Invalid instruction 464f5349 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-08 |
MIPSCompileOp: Invalid instruction 00000001 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-08 |
MIPSCompileOp: Invalid instruction 74737953 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-08 |
MIPSCompileOp: Invalid instruction 726f7065 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-08 |
MIPSCompileOp: Invalid instruction 4d6c6c61 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-08 |
MIPSCompileOp: Invalid instruction 43737069 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-08 |
MIPSCompileOp: Invalid instruction 4d000000 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-08 |
MIPSCompileOp: Invalid instruction 41000000 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-08-08 |
MIPSCompileOp: Invalid instruction 42000000 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-07-30 |
sceDmacMemcpy(dest=040cc080, src=08e47fb0, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-07-28 |
sceDmacMemcpy(dest=04165300, src=09115540, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-07-19 |
Video out requested, not supported: mode=0 size=0,0 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.9.4 |
2021-07-07 |
sceDmacMemcpy(dest=0415c980, src=09484ae0, size=64): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-06-29 |
Error in shader program link: info: (unknown reason)
fs: 00000000:06200002 Tex Fog StenToAlphaDual Sten0 TFuncMod
#version 320 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 504 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
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);
fragColor0 = vec4(v.rgb, 0.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Adreno (TM) 504 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
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 mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-06-29 |
Error in shader program link: info: (unknown reason)
fs: 00000000:06200022 Tex TexAlpha Fog StenToAlphaDual Sten0 TFuncMod
#version 320 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 504 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(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);
fragColor0 = vec4(v.rgb, 0.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Adreno (TM) 504 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
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 mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-06-29 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0601d000 StenToAlphaDual Sten0 AlphaTest0 >
#version 320 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 504 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D testtex;
in lowp vec4 v_color0;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) DISCARD;
fragColor0 = vec4(v.rgb, 0.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:0000000a THR C
#version 320 es
// Adreno (TM) 504 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-06-19 |
sceDmacMemcpy(dest=040cc080, src=08fe0130, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.9.4 |
2021-06-16 |
sceDmacMemcpy(dest=04165740, src=092ce540, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2021-06-11 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.8.0 |
2021-05-18 |
sceDmacMemcpy(dest=0415c980, src=0944c3e0, size=64): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2021-11-08 |
Unknown GetPointer 00000000 PC 088135e0 LR 088135e0 |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-07 |
sceDmacMemcpy(dest=0414bb80, src=09039cc0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-02 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0a21d022 Tex TexAlpha Fog StenToAlphaDual Sten1 TFuncMod AlphaTest0 >
#version 320 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 506 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(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);
if (v.a < 0.002) DISCARD;
fragColor0 = vec4(v.rgb, 1.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
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 mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-02 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0a200022 Tex TexAlpha Fog StenToAlphaDual Sten1 TFuncMod
#version 320 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 506 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(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);
fragColor0 = vec4(v.rgb, 1.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
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 mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-02 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 506 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(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);
fragColor0 = v;
}
vs: 00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
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 mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-02 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00200002 Tex Fog TFuncMod
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 506 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out 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);
fragColor0 = v;
}
vs: 00000000:00000934 HWX T Fog Tex Cull
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-02 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00200000 Fog
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 506 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000124 HWX Fog Cull
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
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 = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-02 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00200802 Tex LM Fog TFuncMod
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 506 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
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 = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01f30001:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
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 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 vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * 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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-05-02 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0a21d022 Tex TexAlpha Fog StenToAlphaDual Sten1 TFuncMod AlphaTest0 >
#version 320 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
// Adreno (TM) 506 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(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);
if (v.a < 0.002) DISCARD;
fragColor0 = vec4(v.rgb, 1.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:00000934 HWX T Fog Tex Cull
#version 320 es
// Adreno (TM) 506 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-04-26 |
sceDmacMemcpy(dest=040cc080, src=08f75930, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-04-25 |
sceDmacMemcpy(dest=040cc080, src=0903a930, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-04-24 |
sceDmacMemcpy(dest=040cc080, src=08f8a8b0, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-04-15 |
sceDmacMemcpy(dest=040cc080, src=08ea2830, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-04-09 |
sceDmacMemcpy(dest=04169040, src=09292ba0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.12.3 |
2022-03-12 |
Unknown GetPointer 00000000 PC 08810b58 LR 08810b6c |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-04-08 |
sceDmacMemcpy(dest=040cc080, src=091e98b0, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-04-03 |
sceDmacMemcpy(dest=040cc080, src=08ddb730, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.8.0 |
2021-03-17 |
sceDmacMemcpy(dest=0417ff40, src=093dc540, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.8.0 |
2022-01-18 |
sceDmacMemcpy(dest=04121d40, src=097a66e0, size=640): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-03-15 |
sceDmacMemcpy(dest=040cc080, src=08eb58b0, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10-6-g8ac4efd3c |
2021-03-10 |
sceDmacMemcpy(dest=04169040, src=093cfd40, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2021-03-08 |
sceDmacMemcpy(dest=04165740, src=0904ccc0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.8.0 |
2021-03-07 |
sceDmacMemcpy(dest=04162640, src=09110d40, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-03-05 |
sceDmacMemcpy(dest=0415c980, src=095de000, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.9.4 |
2021-03-02 |
sceDmacMemcpy(dest=04164040, src=0904ccc0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.9.4 |
2021-03-02 |
sceDmacMemcpy(dest=0414e380, src=0904ccc0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.4.2 |
2021-02-28 |
sceDmacMemcpy(dest=040cc080, src=09241130, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2021-02-12 |
sceDmacMemcpy(dest=040cc080, src=08fb7fb0, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2021-01-31 |
sceDmacMemcpy(dest=04161840, src=0903fcc0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2021-01-27 |
sceDmacMemcpy(dest=0415c980, src=0959bae0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2021-01-23 |
sceDmacMemcpy(dest=040cc080, src=090870b0, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2021-01-11 |
sceDmacMemcpy(dest=040cc080, src=0912f930, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-12-31 |
sceDmacMemcpy(dest=0414bb80, src=091f7820, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.6.3-432-gfd6c3145d |
2020-12-25 |
sceDmacMemcpy(dest=040cc080, src=08ec40b0, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-12-18 |
sceDmacMemcpy(dest=04121d40, src=09796de0, size=640): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-12-16 |
sceDmacMemcpy(dest=040cc080, src=08ec80b0, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-12-12 |
sceDmacMemcpy(dest=040cc080, src=091ed930, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-12-08 |
sceDmacMemcpy(dest=0415c980, src=09429b60, size=64): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.11.3 |
2021-03-23 |
sceDmacMemcpy(dest=04165300, src=092cd020, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-11-29 |
sceDmacMemcpy(dest=04161840, src=090424c0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-11-24 |
sceDmacMemcpy(dest=0414bb80, src=092b14c0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-11-08 |
sceDmacMemcpy(dest=04167b00, src=09399d40, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.8.0 |
2021-03-08 |
sceDmacMemcpy(dest=04121d40, src=09799560, size=640): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.9.4 |
2022-04-23 |
sceDmacMemcpy(dest=0415c980, src=09630780, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-10-17 |
sceDmacMemcpy(dest=0416f540, src=095bf9e0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-09-28 |
sceDmacMemcpy(dest=04166540, src=09399540, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-09-26 |
sceDmacMemcpy(dest=0415c980, src=0961b700, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.9.4 |
2020-09-23 |
sceDmacMemcpy(dest=040cc080, src=09238930, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.8.0 |
2020-09-20 |
sceDmacMemcpy(dest=0414bfc0, src=08f2fac0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-09-18 |
sceDmacMemcpy(dest=0414bb80, src=092b3cc0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-09-12 |
sceDmacMemcpy(dest=04178300, src=0938ddc0, size=128): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-09-06 |
sceDmacMemcpy(dest=040cc080, src=0923c930, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-09-02 |
sceDmacMemcpy(dest=040cc080, src=0911c830, size=4096): overlapping read |
NARUTO-ナルト- 疾風伝 ナルティメットインパクト 体験版 |
v1.10.3 |
2020-09-02 |
sceDmacMemcpy(dest=04165300, src=09055820, size=128): overlapping read |