Recent logs - BLACK★ROCK SHOOTER THE GAME

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Game title Version Latest Report Message
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-12-04 sceDmacMemcpy(dest=040cc000, src=08c04d50, size=67168): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-12-04 sceDmacMemcpy(dest=040d96d0, src=08dc67c0, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.13.2 2022-11-12 sceDmacMemcpy(dest=040cc000, src=08c5b8e0, size=95840): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.9.4 2022-10-30 sceDmacMemcpy(dest=040cc020, src=08fde820, size=146416): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-10-14 sceDmacMemcpy(dest=040cc000, src=08c57920, size=17424): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-10-14 sceDmacMemcpy(dest=040cc000, src=08cd4a10, size=17424): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:39: S0027: Cannot modify an input variable 01010000:00000128 HWX C Light: MatUp:1 Cull #version 320 es // Mali-G71 - 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 lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:27: S0027: Cannot modify an input variable 00000000:00000038 C Tex Cull #version 320 es // Mali-G71 - 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0)); 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:43: S0027: Cannot modify an input variable 01010000:00000938 HWX C T Tex Light: MatUp:1 Cull #version 320 es // Mali-G71 - 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_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:19: S0027: Cannot modify an input variable 00000000:00000012 THR Tex #version 320 es // Mali-G71 - 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; in float h_depth; 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:19: S0027: Cannot modify an input variable 00000000:0000001a THR C Tex #version 320 es // Mali-G71 - 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; in float h_depth; 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:62: S0027: Cannot modify an input variable 01130001:0000092c HWX C T Fog Light: 0: c:1 t:0 MatUp:3 Cull #version 320 es // Mali-G71 - 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 lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform lowp vec4 u_ambient; uniform lowp 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 mediump float v_fogdepth; in float h_depth; 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); 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); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:36: S0027: Cannot modify an input variable 00000000:00000930 HWX T Tex Cull #version 320 es // Mali-G71 - 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; 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 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:42: S0027: Cannot modify an input variable 01010000:00000930 HWX T Tex Light: MatUp:1 Cull #version 320 es // Mali-G71 - 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_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; 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); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:68: S0027: Cannot modify an input variable 01100001:00000b3c HWX C T N Fog Tex Light: 0: c:1 t:0 Cull #version 320 es // Mali-G71 - 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; 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 = normalizeOr001(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 * u_matambientalpha + 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 * 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_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:67: S0027: Cannot modify an input variable 01130001:00000b34 HWX T N Fog Tex Light: 0: c:1 t:0 MatUp:3 Cull #version 320 es // Mali-G71 - 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; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; 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 = normalizeOr001(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 * u_matambientalpha + 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 * 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_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:67: S0027: Cannot modify an input variable 01100001:00000b34 HWX T N Fog Tex Light: 0: c:1 t:0 Cull #version 320 es // Mali-G71 - 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; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; 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 = normalizeOr001(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 * u_matambientalpha + 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 * 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_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:67: S0027: Cannot modify an input variable 01130001:00000b3c HWX C T N Fog Tex Light: 0: c:1 t:0 MatUp:3 Cull #version 320 es // Mali-G71 - 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 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 mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; 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 = normalizeOr001(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); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:39: S0027: Cannot modify an input variable 00000000:00000934 HWX T Fog Tex Cull #version 320 es // Mali-G71 - 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; in float h_depth; 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 = 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:33: S0027: Cannot modify an input variable 00000000:00000928 HWX C T Cull #version 320 es // Mali-G71 - 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 lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; 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; 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:36: S0027: Cannot modify an input variable 00000000:0000092c HWX C T Fog Cull #version 320 es // Mali-G71 - 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 lowp vec4 color0; 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; in float h_depth; 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_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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:40: S0027: Cannot modify an input variable 00000000:0000093c HWX C T Fog Tex Cull #version 320 es // Mali-G71 - 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; in float h_depth; 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; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.11.2-917-g89e70c319 2022-09-04 Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable 00000000:0000000a THR C #version 320 es // Mali-G71 - 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; in float h_depth; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
BLACK★ROCK SHOOTER THE GAME v1.13.1 2022-08-06 sceDmacMemcpy(dest=040cc000, src=08c95430, size=73856): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-07-31 sceDmacMemcpy(dest=040e92b0, src=08c79610, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-07-15 sceDmacMemcpy(dest=040cc000, src=08aee410, size=83056): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.9.3 2022-05-27 sceDmacMemcpy(dest=040cc000, src=08e50c40, size=95840): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-05-23 sceDmacMemcpy(dest=040cc000, src=08c5b4a0, size=16912): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-05-23 sceDmacMemcpy(dest=040cc000, src=08c0b410, size=66656): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-05-23 sceDmacMemcpy(dest=040cc000, src=08c16df0, size=67168): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-05-23 sceDmacMemcpy(dest=040cc020, src=0905b6c0, size=75712): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-05-22 sceDmacMemcpy(dest=040cc000, src=08c218d0, size=66656): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-05-22 sceDmacMemcpy(dest=040cc000, src=08b63d40, size=95840): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-05-22 sceDmacMemcpy(dest=040cc000, src=08d53a60, size=17424): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-05-17 sceDmacMemcpy(dest=040cc000, src=08dcd970, size=66656): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.7.5 2022-05-01 sceDmacMemcpy(dest=040e7170, src=08e69d30, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.4.2 2022-04-29 sceDmacMemcpy(dest=040cc000, src=08b64900, size=95840): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-04-26 sceDmacMemcpy(dest=040cc000, src=08c92c90, size=17424): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.7.5 2022-04-25 sceDmacMemcpy(dest=040cc000, src=08c82260, size=95840): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-04-18 sceDmacMemcpy(dest=040cc020, src=08fc44f0, size=74736): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.8.0 2022-04-17 sceDmacMemcpy(dest=040cc000, src=08c41070, size=66064): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.10.3 2022-04-03 sceDmacMemcpy(dest=040cc000, src=08b8fbc0, size=74848): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.9.3 2022-03-25 sceDmacMemcpy(dest=040e94e0, src=08e69e80, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2022-03-23 sceDmacMemcpy(dest=040cc000, src=08be0f20, size=66656): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-03-20 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-03-16 sceDmacMemcpy(dest=040cc000, src=08c2eef0, size=67168): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12 2022-03-15 sceDmacMemcpy(dest=040cc000, src=08ce1a20, size=16912): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-03-03 sceDmacMemcpy(dest=040cc000, src=08be10a0, size=83088): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.10.3 2022-02-12 sceDmacMemcpy(dest=040cc020, src=09088910, size=119632): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2022-05-10 sceDmacMemcpy(dest=040cc020, src=0903ca80, size=177024): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.10.3 2021-12-07 sceDmacMemcpy(dest=040e8210, src=08e90860, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2021-12-02 sceDmacMemcpy(dest=040cc000, src=08cc5190, size=17472): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2021-12-02 sceDmacMemcpy(dest=040cc000, src=08ce17e0, size=17472): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-11-15 sceDmacMemcpy(dest=040cc000, src=08c8bbd0, size=17472): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.10.2 2021-11-11 sceDmacMemcpy(dest=040cc000, src=08ccbc10, size=17472): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.10.2 2021-11-09 sceDmacMemcpy(dest=040cc000, src=08c3a1a0, size=67168): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2021-11-07 sceDmacMemcpy(dest=040cc020, src=08ff3c60, size=146416): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2021-11-07 sceDmacMemcpy(dest=040cc000, src=08cfff00, size=74336): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2021-11-06 sceDmacMemcpy(dest=040e92b0, src=08e69d30, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2021-11-06 sceDmacMemcpy(dest=040cc000, src=08c81b10, size=66064): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2021-11-05 sceDmacMemcpy(dest=040eb3f0, src=08e90860, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.3 2021-11-05 sceDmacMemcpy(dest=040e7170, src=08e90860, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.12.2 2021-10-17 sceDmacMemcpy(dest=040eb3f0, src=08e5d1b0, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-10-09 sceDmacMemcpy(dest=040cc000, src=08ca6d80, size=66064): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-10-08 sceDmacMemcpy(dest=040cc000, src=08cbf910, size=8720): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-10-08 sceDmacMemcpy(dest=040cc020, src=0906ddc0, size=103056): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-30 sceDmacMemcpy(dest=040cc020, src=0906c400, size=136144): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-30 sceDmacMemcpy(dest=040e4ae0, src=08e6a160, size=83168): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-29 sceDmacMemcpy(dest=040cc000, src=08c930b0, size=66576): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-28 sceDmacMemcpy(dest=040e9b00, src=08e69d30, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-27 sceDmacMemcpy(dest=040cc000, src=08c8db30, size=66576): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-27 sceDmacMemcpy(dest=040cc000, src=08cbc940, size=74304): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-26 sceDmacMemcpy(dest=040cc000, src=08bf0e10, size=66576): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-25 sceDmacMemcpy(dest=040cc000, src=08bfc890, size=17472): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-25 sceDmacMemcpy(dest=040cc020, src=09051d30, size=68784): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-20 sceDmacMemcpy(dest=040cc000, src=08b951c0, size=73856): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-19 sceDmacMemcpy(dest=040cc000, src=08c7b510, size=67168): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-17 sceDmacMemcpy(dest=040cc000, src=08c583b0, size=66656): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-16 sceDmacMemcpy(dest=040cc000, src=08d12880, size=8720): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-16 sceDmacMemcpy(dest=040cc000, src=08d54330, size=8720): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-15 sceDmacMemcpy(dest=040cc020, src=0905ee30, size=64928): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-14 WriteToHardware: Invalid address 00000880 near PC 089601d0 LR 0895dc04
BLACK★ROCK SHOOTER THE GAME v1.8.0 2021-09-10 sceDmacMemcpy(dest=040e3a00, src=093fd6b0, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.9.4 2021-09-09 sceDmacMemcpy(dest=040cc020, src=090853e0, size=68784): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.9.4 2021-09-09 sceDmacMemcpy(dest=040cc000, src=08be20e0, size=67168): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.9.4 2021-09-09 sceDmacMemcpy(dest=040cc000, src=08e83660, size=4144): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.9.4 2021-09-06 sceDmacMemcpy(dest=040d96d0, src=08d93bf0, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-09-02 sceDmacMemcpy(dest=040cc020, src=09094ba0, size=42560): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.9.4 2021-08-16 sceDmacMemcpy(dest=040d96d0, src=093fdb90, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.8.0 2022-02-14 sceDmacMemcpy(dest=040d96d0, src=08e69d90, size=84240): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-08-11 Unknown GE command : d1c5c45d
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-08-07 sceDmacMemcpy(dest=040cc020, src=09071a80, size=131632): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.10.3 2021-07-26 sceDmacMemcpy(dest=040cc000, src=08bb1250, size=95840): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-07-23 sceDmacMemcpy(dest=040cc020, src=0907b120, size=62400): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-07-22 sceDmacMemcpy(dest=0411a6a0, src=090d6390, size=154784): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-07-16 sceDmacMemcpy(dest=040cc000, src=08cb7dc0, size=66576): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.11.3 2021-07-15 sceDmacMemcpy(dest=040cc000, src=08cbf020, size=17424): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.9.3 2021-07-07 sceDmacMemcpy(dest=040cc000, src=08c0e9e0, size=154784): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.10.3 2021-07-04 sceDmacMemcpy(dest=040cc000, src=08c26fb0, size=67168): overlapping read
BLACK★ROCK SHOOTER THE GAME v1.10.3 2021-05-30 sceDmacMemcpy(dest=040cc000, src=08c81250, size=17424): overlapping read