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Game title |
Version |
Latest Report |
Message |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-21 |
__KernelStopThread: thread 453 does not exist |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-18 |
Vertices without position found: (00c00008) P: s8 C: ? (through) (size: 3) |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-18 |
Vertices without position found: (00600023) P: s8 N: s8 T: f (size: 16) |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-18 |
Vertices without position found: (00220018) P: s8 C: 4444 (size: 6) |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-18 |
Vertices without position found: (00200034) P: s8 N: s8 C: 5551 (size: 8) |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-18 |
Vertices without position found: (00000019) P: s8 C: 4444 T: u8 (size: 8) |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-06-12 |
Unknown GE command : fe744601 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-11 |
Unknown GE command : 52414253 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-11 |
80631003=sceAtracSetAA3DataAndGetID(09c12380, 00002800, 00000000, 09fbc9b8[ffffffff]): invalid ea3 magic bytes |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-11 |
Could not setup streams, unexpected stream count: 61607 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-11 |
Unexpected mpeg first timestamp: 10000084f0 / 68719510768 |
RESISTANCE® ~報復の刻~ |
v1.5.4 |
2022-06-11 |
WriteToHardware: Invalid address 00000010 near PC 08b266e0 LR 08b26718 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-10 |
Could not setup streams, unexpected stream count: 8482 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-10 |
Unknown GetPointer 18bacd10 PC 0888e5d8 LR 08bfb8e4 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-06-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
RESISTANCE® ~報復の刻~ |
v1.4 |
2022-05-29 |
sceDmacMemcpy(dest=04000000, src=09e1dcb0, size=557056): overlapping read |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-05-28 |
Bad bounding box data: fd1000 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-23 |
Unknown GetPointer 2561e588 PC 08cd674c LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-22 |
Unexpected mpeg first timestamp: 100000a47f / 68719518847 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-17 |
Unexpected mpeg first timestamp: 45b0a090000 / 4789056897024 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-17 |
Unexpected mpeg first timestamp: 4540a090000 / 4758992125952 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-17 |
Could not setup streams, unexpected stream count: 16457 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-17 |
Unexpected mpeg first timestamp: 1000001472 / 68719481970 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-17 |
Unexpected mpeg first timestamp: 100000f4ef / 68719539439 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-16 |
Could not setup streams, unexpected stream count: 45246 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-16 |
Unexpected mpeg first timestamp: 1000006440 / 68719502400 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-16 |
Unknown GetPointer 2516bdc8 PC 08b51ff8 LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-14 |
Unknown GetPointer 1b1720f8 PC 08cd674c LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-14 |
80631003=sceAtracSetAA3DataAndGetID(09c5dbc0, 00008800, 00000000, 09fbc9b8[ffffffff]): invalid ea3 magic bytes |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
Branch in JumpReg delay slot at 0881c088 in block starting at 0881c070 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
Branch in JumpReg delay slot at 0881c088 in block starting at 0881c060 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbfe44, pos=0, access=1, data=1, text=1 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
80631003=sceAtracSetAA3DataAndGetID(09be7f80, 00004000, 00000000, 09fbc9b8[ffffffff]): invalid ea3 magic bytes |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
80631003=sceAtracSetAA3DataAndGetID(09c58b80, 00009000, 00000000, 09fbc9b8[ffffffff]): invalid ea3 magic bytes |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
80631003=sceAtracSetAA3DataAndGetID(09c2a500, 00002000, 00000000, 09fbc9b8[ffffffff]): invalid ea3 magic bytes |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
80631003=sceAtracSetAA3DataAndGetID(09c69400, 0000a000, 00000000, 09fbc9b8[ffffffff]): invalid ea3 magic bytes |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
80631003=sceAtracSetAA3DataAndGetID(09c603c0, 00009000, 00000000, 09fbc9b8[ffffffff]): invalid ea3 magic bytes |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
80631003=sceAtracSetAA3DataAndGetID(09007140, 0000c800, 00e2e800, 09fcc9b8[ffffffff]): invalid ea3 magic bytes |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
80631003=sceAtracSetAA3DataAndGetID(0909a580, 00002800, 00000000, 09fbc9b8[ffffffff]): invalid ea3 magic bytes |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-13 |
Could not setup streams, unexpected stream count: 57709 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-12 |
Could not setup streams, unexpected stream count: 57344 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-05-12 |
Unknown GetPointer 00000000 PC 08c2f15c LR 08c2f170 |
RESISTANCE® ~報復の刻~ |
v1.12.2 |
2022-05-11 |
Unknown GetPointer 00000000 PC 08b50d38 LR 08b50d58 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-05-07 |
Bad bounding box data: 2f42fd |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-05-01 |
Unknown GE command : 4e614c50 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-05-01 |
Video out requested, not supported: mode=0 size=512,272 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-05-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-05-01 |
Unknown syscall in known module 'sceNpService': 0x78802d5f |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-05-01 |
Unknown syscall in known module 'sceNpService': 0x268c009d |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-05-01 |
Unknown syscall in known module 'sceNpService': 0x1da3e950 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-05-01 |
Unknown syscall in known module 'sceNpService': 0x168b8de5 |
RESISTANCE® ~報復の刻~ |
v1.11.3 |
2022-04-28 |
Bad vertex address 0d02de1d! |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-28 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759344 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-28 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352 |
RESISTANCE® ~報復の刻~ |
v1.11.3 |
2022-04-28 |
__KernelStopThread: thread 416 does not exist |
RESISTANCE® ~報復の刻~ |
v1.12.3-1084-g89ce53db4 |
2022-04-27 |
Unexpected mpeg first timestamp: 85612094b49 / 9165762808649 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-24 |
Unknown GetPointer 281c57f8 PC 08cd674c LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-04-24 |
Vertices without position found: (0015467d) P: s8 N: f C: 8888 T: u8 W: f (6x) Morph: 6 (size: 32) |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-04-24 |
VTYPE with morph used: THRU=0 TC=1 COL=7 POS=0 NRM=3 WT=3 NW=6 IDX=0 MC=6 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-04-24 |
Unknown GE command : fbbab500 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-24 |
Unknown GetPointer 27fb33a8 PC 08b52814 LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-04-23 |
Unknown GetPointer 0d05a938 PC 08be51dc LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-22 |
Unknown GetPointer 00000000 PC 0896a1d4 LR 0896a1f8 |
RESISTANCE® ~報復の刻~ |
v1.11.3 |
2022-04-20 |
Unknown GE command : 1111111d |
RESISTANCE® ~報復の刻~ |
v1.11.3 |
2022-04-20 |
Unknown GetPointer 28971f88 PC 08ca31e0 LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-17 |
Unexpected mpeg first timestamp: d671a090000 / 14736469590016 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-16 |
Could not setup streams, unexpected stream count: 28928 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-04-16 |
BJUMP to illegal address 0b023340 - ignoring! data=020043 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-10 |
Unexpected mpeg first timestamp: 7671a090000 / 8139399823360 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-08 |
Unexpected mpeg first timestamp: ca210090000 / 13890193260544 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-08 |
__KernelStopThread: thread 445 does not exist |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-05 |
Unknown GetPointer 26569f58 PC 08ca31e0 LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-04-04 |
Unknown GetPointer 25f9cce8 PC 08c3899c LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-04-02 |
Bad bounding box data: 222ffd |
RESISTANCE® ~報復の刻~ |
v1.11.3 |
2022-03-25 |
Unknown GetPointer 22f9cce8 PC 08b52814 LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.11.3 |
2022-03-25 |
MIPSCompileOp: Invalid instruction 4044c900 |
RESISTANCE® ~報復の刻~ |
v1.11.3 |
2022-03-25 |
MIPSCompileOp: Invalid instruction 9fdd5d62 |
RESISTANCE® ~報復の刻~ |
v1.11.3 |
2022-03-25 |
MIPSCompileOp: Invalid instruction b2000000 |
RESISTANCE® ~報復の刻~ |
v1.9.0 |
2022-03-24 |
Unknown GE command : febf8d83 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-23 |
Unknown GetPointer 2891a318 PC 08c3899c LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-18 |
Unknown GetPointer ebffa938 PC 08cd674c LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-18 |
ReadFromHardware: Invalid address 2bffa93c near PC 08be51dc LR 08ca2aac |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-18 |
Unknown GE command : 35070f21 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
Unknown GE command : 4f081328 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
Vertices without position found: (01221222) P: s8 N: s8 T: u16 W: u8 (1x) I: u16 (size: 12) |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
Unknown GE command : 34b4afae |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
Unknown GE command : febaeacd |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
Unknown GE command : 52071125 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
D3D error in shader compilation: info: D:\ppsspp_win (2)\[email protected](77,16-55): error X4505: maximum temp register index exceeded
D:\ppsspp_win (2)\[email protected](77,12-69): error X4505: maximum temp register index exceeded
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) vec3(x, x, x)
#define lowp
#define mediump
#define highp
#pragma warning( disable : 3571 )
mat4 u_proj : register(c0);
vec2 u_fogcoef : register(c18);
vec4 u_matambientalpha : register(c20);
mat3x4 u_world : register(c11);
mat3x4 u_view : register(c8);
vec4 u_uvscaleoffset : register(c17);
vec3 u_lightpos0 : register(c24);
vec3 u_lightatt0 : register(c32);
vec3 u_lightambient0 : register(c48);
vec3 u_lightdiffuse0 : register(c40);
vec3 u_lightspecular0 : register(c44);
vec3 u_lightpos1 : register(c25);
vec3 u_lightatt1 : register(c33);
vec3 u_lightdir1 : register(c29);
vec4 u_lightangle_spotCoef1 : register(c37);
vec3 u_lightambient1 : register(c49);
vec3 u_lightdiffuse1 : register(c41);
vec3 u_lightspecular1 : register(c45);
vec4 u_ambient : register(c19);
vec3 u_matdiffuse : register(c21);
vec4 u_matspecular : register(c22);
vec3 u_matemissive : register(c23);
vec4 u_cullRangeMin : register(c80);
vec4 u_cullRangeMax : register(c81);
struct VS_IN {
vec2 texcoord : TEXCOORD0;
vec3 normal : NORMAL;
vec3 position : POSITION;
};
struct VS_OUT {
vec3 v_texcoord : TEXCOORD0;
vec4 v_color0 : COLOR0;
vec3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
vec4 gl_Position : POSITION;
};
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
VS_OUT main(VS_IN In) {
VS_OUT Out;
vec2 texcoord = In.texcoord;
vec3 normal = In.normal;
vec3 position = In.position;
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;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * 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_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
Out.v_color0 = clamp(lightSum0, 0.0, 1.0);
Out.v_color1 = clamp(lightSum1, 0.0, 1.0);
Out.v_tex |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
Unexpected mpeg first timestamp: df27dbfb58e / 15335142962574 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
D3D error in shader compilation: info: D:\ppsspp_win (2)\[email protected](150,16-55): error X4505: maximum temp register index exceeded
D:\ppsspp_win (2)\[email protected](150,12-69): error X4505: maximum temp register index exceeded
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) vec3(x, x, x)
#define lowp
#define mediump
#define highp
#pragma warning( disable : 3571 )
mat4 u_proj : register(c0);
vec4 u_matambientalpha : register(c20);
mat3x4 u_world : register(c11);
mat3x4 u_view : register(c8);
vec4 u_uvscaleoffset : register(c17);
vec3 u_lightpos0 : register(c24);
vec3 u_lightatt0 : register(c32);
vec3 u_lightambient0 : register(c48);
vec3 u_lightdiffuse0 : register(c40);
vec3 u_lightspecular0 : register(c44);
vec3 u_lightpos1 : register(c25);
vec3 u_lightatt1 : register(c33);
vec3 u_lightdir1 : register(c29);
vec4 u_lightangle_spotCoef1 : register(c37);
vec3 u_lightambient1 : register(c49);
vec3 u_lightdiffuse1 : register(c41);
vec3 u_lightspecular1 : register(c45);
vec3 u_lightpos2 : register(c26);
vec3 u_lightatt2 : register(c34);
vec3 u_lightambient2 : register(c50);
vec3 u_lightdiffuse2 : register(c42);
vec3 u_lightspecular2 : register(c46);
vec3 u_lightpos3 : register(c27);
vec3 u_lightatt3 : register(c35);
vec3 u_lightdir3 : register(c31);
vec4 u_lightangle_spotCoef3 : register(c39);
vec3 u_lightambient3 : register(c51);
vec3 u_lightdiffuse3 : register(c43);
vec3 u_lightspecular3 : register(c47);
vec4 u_ambient : register(c19);
vec3 u_matdiffuse : register(c21);
vec4 u_matspecular : register(c22);
vec3 u_matemissive : register(c23);
vec4 u_cullRangeMin : register(c80);
vec4 u_cullRangeMax : register(c81);
struct VS_IN {
vec2 texcoord : TEXCOORD0;
vec4 color0 : COLOR0;
vec3 normal : NORMAL;
vec3 position : POSITION;
};
struct VS_OUT {
vec3 v_texcoord : TEXCOORD0;
vec4 v_color0 : COLOR0;
vec3 v_color1 : COLOR1;
vec4 gl_Position : POSITION;
};
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
VS_OUT main(VS_IN In) {
VS_OUT Out;
vec2 texcoord = In.texcoord;
vec4 color0 = In.color0;
vec3 normal = In.normal;
vec3 position = In.position;
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;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
D3D error in shader compilation: info: D:\ppsspp_win (2)\[email protected](100,16-55): error X4505: maximum temp register index exceeded
D:\ppsspp_win (2)\[email protected](100,12-69): error X4505: maximum temp register index exceeded
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) vec3(x, x, x)
#define lowp
#define mediump
#define highp
#pragma warning( disable : 3571 )
mat4 u_proj : register(c0);
vec2 u_fogcoef : register(c18);
vec4 u_matambientalpha : register(c20);
mat3x4 u_world : register(c11);
mat3x4 u_view : register(c8);
vec4 u_uvscaleoffset : register(c17);
vec3 u_lightpos0 : register(c24);
vec3 u_lightambient0 : register(c48);
vec3 u_lightdiffuse0 : register(c40);
vec3 u_lightspecular0 : register(c44);
vec3 u_lightpos1 : register(c25);
vec3 u_lightatt1 : register(c33);
vec3 u_lightambient1 : register(c49);
vec3 u_lightdiffuse1 : register(c41);
vec3 u_lightspecular1 : register(c45);
vec3 u_lightpos2 : register(c26);
vec3 u_lightatt2 : register(c34);
vec3 u_lightdir2 : register(c30);
vec4 u_lightangle_spotCoef2 : register(c38);
vec3 u_lightambient2 : register(c50);
vec3 u_lightdiffuse2 : register(c42);
vec3 u_lightspecular2 : register(c46);
vec3 u_lightpos3 : register(c27);
vec3 u_lightatt3 : register(c35);
vec3 u_lightambient3 : register(c51);
vec3 u_lightdiffuse3 : register(c43);
vec3 u_lightspecular3 : register(c47);
vec4 u_ambient : register(c19);
vec3 u_matdiffuse : register(c21);
vec4 u_matspecular : register(c22);
vec3 u_matemissive : register(c23);
vec4 u_cullRangeMin : register(c80);
vec4 u_cullRangeMax : register(c81);
struct VS_IN {
vec2 texcoord : TEXCOORD0;
vec3 normal : NORMAL;
vec3 position : POSITION;
};
struct VS_OUT {
vec3 v_texcoord : TEXCOORD0;
vec4 v_color0 : COLOR0;
vec3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
vec4 gl_Position : POSITION;
};
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
VS_OUT main(VS_IN In) {
VS_OUT Out;
vec2 texcoord = In.texcoord;
vec3 normal = In.normal;
vec3 position = In.position;
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;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
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);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * 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_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), t |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-17 |
D3D error in shader compilation: info: D:\ppsspp_win (2)\[email protected](152,16-55): error X4505: maximum temp register index exceeded
D:\ppsspp_win (2)\[email protected](152,12-69): error X4505: maximum temp register index exceeded
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) vec3(x, x, x)
#define lowp
#define mediump
#define highp
#pragma warning( disable : 3571 )
mat4 u_proj : register(c0);
vec2 u_fogcoef : register(c18);
vec4 u_matambientalpha : register(c20);
mat3x4 u_world : register(c11);
mat3x4 u_view : register(c8);
vec4 u_uvscaleoffset : register(c17);
vec3 u_lightpos0 : register(c24);
vec3 u_lightatt0 : register(c32);
vec3 u_lightambient0 : register(c48);
vec3 u_lightdiffuse0 : register(c40);
vec3 u_lightspecular0 : register(c44);
vec3 u_lightpos1 : register(c25);
vec3 u_lightatt1 : register(c33);
vec3 u_lightdir1 : register(c29);
vec4 u_lightangle_spotCoef1 : register(c37);
vec3 u_lightambient1 : register(c49);
vec3 u_lightdiffuse1 : register(c41);
vec3 u_lightspecular1 : register(c45);
vec3 u_lightpos2 : register(c26);
vec3 u_lightatt2 : register(c34);
vec3 u_lightambient2 : register(c50);
vec3 u_lightdiffuse2 : register(c42);
vec3 u_lightspecular2 : register(c46);
vec3 u_lightpos3 : register(c27);
vec3 u_lightatt3 : register(c35);
vec3 u_lightdir3 : register(c31);
vec4 u_lightangle_spotCoef3 : register(c39);
vec3 u_lightambient3 : register(c51);
vec3 u_lightdiffuse3 : register(c43);
vec3 u_lightspecular3 : register(c47);
vec4 u_ambient : register(c19);
vec3 u_matdiffuse : register(c21);
vec4 u_matspecular : register(c22);
vec3 u_matemissive : register(c23);
vec4 u_cullRangeMin : register(c80);
vec4 u_cullRangeMax : register(c81);
struct VS_IN {
vec2 texcoord : TEXCOORD0;
vec4 color0 : COLOR0;
vec3 normal : NORMAL;
vec3 position : POSITION;
};
struct VS_OUT {
vec3 v_texcoord : TEXCOORD0;
vec4 v_color0 : COLOR0;
vec3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
vec4 gl_Position : POSITION;
};
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
VS_OUT main(VS_IN In) {
VS_OUT Out;
vec2 texcoord = In.texcoord;
vec4 color0 = In.color0;
vec3 normal = In.normal;
vec3 position = In.position;
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;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
l |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-16 |
D3D error in shader compilation: info: D:\ppsspp_win (2)\[email protected](100,16-55): error X4505: maximum temp register index exceeded
D:\ppsspp_win (2)\[email protected](100,12-69): error X4505: maximum temp register index exceeded
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) vec3(x, x, x)
#define lowp
#define mediump
#define highp
#pragma warning( disable : 3571 )
mat4 u_proj : register(c0);
vec2 u_fogcoef : register(c18);
vec4 u_matambientalpha : register(c20);
mat3x4 u_world : register(c11);
mat3x4 u_view : register(c8);
vec4 u_uvscaleoffset : register(c17);
vec3 u_lightpos0 : register(c24);
vec3 u_lightambient0 : register(c48);
vec3 u_lightdiffuse0 : register(c40);
vec3 u_lightspecular0 : register(c44);
vec3 u_lightpos1 : register(c25);
vec3 u_lightatt1 : register(c33);
vec3 u_lightambient1 : register(c49);
vec3 u_lightdiffuse1 : register(c41);
vec3 u_lightspecular1 : register(c45);
vec3 u_lightpos2 : register(c26);
vec3 u_lightatt2 : register(c34);
vec3 u_lightdir2 : register(c30);
vec4 u_lightangle_spotCoef2 : register(c38);
vec3 u_lightambient2 : register(c50);
vec3 u_lightdiffuse2 : register(c42);
vec3 u_lightspecular2 : register(c46);
vec3 u_lightpos3 : register(c27);
vec3 u_lightatt3 : register(c35);
vec3 u_lightambient3 : register(c51);
vec3 u_lightdiffuse3 : register(c43);
vec3 u_lightspecular3 : register(c47);
vec4 u_ambient : register(c19);
vec3 u_matdiffuse : register(c21);
vec4 u_matspecular : register(c22);
vec3 u_matemissive : register(c23);
vec4 u_cullRangeMin : register(c80);
vec4 u_cullRangeMax : register(c81);
struct VS_IN {
vec2 texcoord : TEXCOORD0;
vec3 normal : NORMAL;
vec3 position : POSITION;
};
struct VS_OUT {
vec3 v_texcoord : TEXCOORD0;
vec4 v_color0 : COLOR0;
vec3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
vec4 gl_Position : POSITION;
};
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
VS_OUT main(VS_IN In) {
VS_OUT Out;
vec2 texcoord = In.texcoord;
vec3 normal = In.normal;
vec3 position = In.position;
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;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
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);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * 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_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), t |
RESISTANCE® ~報復の刻~ |
v1.10-6-g8ac4efd3c |
2022-03-14 |
Could not setup streams, unexpected stream count: 37355 |
RESISTANCE® ~報復の刻~ |
v1.10-6-g8ac4efd3c |
2022-03-14 |
Unexpected mpeg first timestamp: 30b11090100 / 3346065326336 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-13 |
Unknown GE command : effd7000 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-12 |
Unknown GetPointer 0d1b74d8 PC 08c9f994 LR 08cd6754 |
RESISTANCE® ~報復の刻~ |
v1.12.3 |
2022-03-12 |
Unknown GE command : 35fd0901 |