Recent logs - TEKKEN 6

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Game title Version Latest Report Message
TEKKEN 6 v1.10.3 2021-02-25 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822c344, firstSym=0822c1c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822c354, firstSym=0822c1e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822c358, firstSym=0822c1e8, varData=00000000, extra=00000000
TEKKEN 6 v1.10.3 2021-02-25 Crazy varData address 01011006, skipping rest of module
TEKKEN 6 v1.11.2 2021-02-18 Unknown GetPointer 00000000 PC 0887c130 LR 0887c130
TEKKEN 6 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0x08d98894
TEKKEN 6 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0xbb069a87
TEKKEN 6 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0x857b47d3
TEKKEN 6 v1.10.3 2021-02-12 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
TEKKEN 6 v1.11-17-g6d8b4b852 2021-02-11 WriteToHardware: Invalid address 150f96f4 near PC 08000000 LR 08000000
TEKKEN 6 v1.10.3 2021-02-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
TEKKEN 6 v1.10.3 2021-01-28 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
TEKKEN 6 v1.10.3 2021-01-28 WriteToHardware: Invalid address 150f885c near PC 08000000 LR 08000000
TEKKEN 6 v1.10.3 2021-01-26 Unknown syscall in known module 'sceNp': 0x4b5c71c8
TEKKEN 6 v1.10.3 2021-02-12 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
TEKKEN 6 v1.10.3 2021-01-23 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.9.3-601-g31f4caeb2 2021-01-19 __KernelStopThread: thread 326 does not exist
TEKKEN 6 v1.10.3 2021-01-19 Unimplemented HLE function sceHprmRegisterCallback
TEKKEN 6 v1.10.3 2021-02-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
TEKKEN 6 v1.10.3 2021-01-19 sceKernelLoadModule: unsupported options size=00000014, flags=00000008, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2021-01-13 Render to area containing texture at 040cc000 +0x64
TEKKEN 6 v1.10.3 2021-01-13 Could not setup streams, unexpected stream count: 46230
TEKKEN 6 v1.10.3 2021-01-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2021-01-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2021-01-10 Unimplemented HLE function sceNetResolverTerm
TEKKEN 6 v1.10.3 2021-01-10 Unimplemented HLE function sceNetApctlConnect
TEKKEN 6 v1.10.3 2021-01-10 Unimplemented HLE function sceUtilityGetNetParam
TEKKEN 6 v1.10.3 2021-01-09 Render to area containing texture at 04088000 +128x32
TEKKEN 6 v1.10.3 2021-01-19 sceKernelLoadModule: unsupported options size=00000014, flags=08d11560, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2021-01-19 sceKernelLoadModule: unsupported options size=00000014, flags=08857c2c, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2021-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352
TEKKEN 6 v1.10.3 2021-01-08 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00a1d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest0 > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; gl_FragColor = v; } vs: 01f01111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; 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); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_
TEKKEN 6 v1.10.3 2021-01-08 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f01111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; 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); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else {
TEKKEN 6 v1.10.3 2021-01-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
TEKKEN 6 v1.10.3 2021-01-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
TEKKEN 6 v1.10.3 2021-01-03 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
TEKKEN 6 v1.10.3 2021-01-02 Render to texture with incompatible formats 0 != 3 at 0414c000
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/92c05851, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/90521ac5, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/8406f469, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/76e33e9c, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/70ecaa10, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/6f82ee03, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/67bf0d19, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/4bdeb2a8, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/41b724a5, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/17e1d813, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/068c4320, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/00d1378f, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2021-01-01 Unknown syscall in known module 'sceNpService': 0xa670d3a3
TEKKEN 6 v1.10.3 2020-12-27 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
TEKKEN 6 v1.10.3 2020-12-24 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-12-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2020-12-21 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10466DATA/TEKKEN6.BIN, 09fd81d0, 00000002)
TEKKEN 6 v1.10.3 2020-12-21 FBO using existing buffer as depthbuffer, 04000000/04110000 and 04110000/04110000
TEKKEN 6 v1.10.3 2020-12-21 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/04110000
TEKKEN 6 v1.10.3 2020-12-20 80630006=sceAtracSetDataAndGetID(08b9a100, 00020000): invalid RIFF header
TEKKEN 6 v1.10.3 2020-12-19 sceKernelLoadModule: unsupported options size=00000014, flags=08b60000, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-12-16 Render to texture using CLUT with different strides 16 != 32
TEKKEN 6 v1.10.3 2020-12-14 80630007=sceAtracSetData(2, 08d4b180, 00003a58): atracID uses different codec type than data
TEKKEN 6 v1.10.3 2020-12-14 80630007=sceAtracSetData(2, 08d4b180, 00003080): atracID uses different codec type than data
TEKKEN 6 v1.10.3 2020-12-14 80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data
TEKKEN 6 v1.10.3 2020-12-14 80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data
TEKKEN 6 v1.10.3 2020-12-14 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
TEKKEN 6 v1.10.3 2020-12-14 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
TEKKEN 6 v1.10.3 2020-12-14 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
TEKKEN 6 v1.10.3 2020-12-14 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
TEKKEN 6 v1.10.3 2020-12-09 WriteToHardware: Invalid address 150ee33c near PC 08000000 LR 08000000
TEKKEN 6 v1.10.3 2021-02-05 Unexpected mpeg first timestamp: 5579a080000 / 5873804509184
TEKKEN 6 v1.10.3 2021-02-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2020-11-26 Failed decrypting the PRX (ret = -4, size = 4158144, psp_size = 4158480)!
TEKKEN 6 v1.10.3 2020-11-25 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=-1, data=0, text=0
TEKKEN 6 v1.10.3 2020-11-14 ReadFromHardware: Invalid address 680a5a58 near PC 680a5a58 LR 08888f40
TEKKEN 6 v1.10.3 2020-11-11 Savedata version requested: 3
TEKKEN 6 v1.7.5 2020-11-06 80630006=sceAtracSetDataAndGetID(092bd940, 00010000): invalid RIFF header
TEKKEN 6 v1.10.3 2020-11-03 WriteToHardware: Invalid address 150de53c near PC 08000000 LR 08000000
TEKKEN 6 v1.10.3 2020-11-03 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-11-03 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2021-01-23 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2021-01-23 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2020-10-30 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2021-01-10 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2021-01-02 Unknown GE command : 11ffffff
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/fb7846e2, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/f1b73d12, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/e0cf8091, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/d9392ccb, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/d2b18485, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/cc0a8bda, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/c6a8bee2, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/c56949ad, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/beb47224, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/b8476cf4, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/b7d3c112, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/b4d1cbbf, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/a62e6e80, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/a2d5d209, already implemented in HLE.
TEKKEN 6 v1.10.3 2021-01-02 Ignoring func export sceCcc/953e6c10, already implemented in HLE.
TEKKEN 6 v1.10.3-936-g4c034ce98 2020-10-23 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #ifdef GL_ES precision mediump float; #endif /* lcd1x_sharp+psp_color shader This is an attempt to make a shader with a non-blurry LCD effect. It combines the existing shader code: - Nearest neighbour scaling, taken from zfast_lcd [Original code copyright (C) 2017 Greg Hogan (SoltanGris42)] - lcd3x 'grille effect', but without colour seperation [Original code by Gigaherz, released into the public domain] [Code here derived from PPSSPP version of lcd3x made by LunaMoo] - psp colour correction [Original code written by hunterk, modified by Pokefan531 and released into the public domain] Code mashed together by jdgleaver... This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. *** Requires rendering resolution to be set to 1xPSP *** Surprisingly, looks reasonably good on low resolution (720p/768p) displays... */ //=== Config #define BRIGHTEN_SCANLINES 16.0 // "Brighten Scanlines" - default: 16.0, min: 1.0, max: 32.0, step: 0.5 // (brightness of horizontal lines) #define BRIGHTEN_LCD 4.0 // "Brighten LCD" - default: 4.0, min: 1.0, max: 12.0, step: 0.1 // (brightness of vertical lines) //================ #ifdef GL_ES precision mediump float; precision mediump int; // For android, use this instead... //precision highp float; //precision highp int; // #endif //================ #define PI 3.141592654 #define target_gamma 2.21 #define display_gamma 2.2 #define r 0.98 #define g 0.795 #define b 0.98 #define rg 0.04 #define rb 0.01 #define gr 0.20 #define gb 0.01 #define br -0.18 #define bg 0.165 //================ uniform sampler2D sampler0; uniform vec2 u_texelDelta; varying vec2 v_texcoord0; // Have to use standard names to ensure compatibility with // Vulkan backend... varying vec2 v_texcoord1; // TextureSize //================ const float INV_BRIGHTEN_SCANLINES_INC = 1.0 / (BRIGHTEN_SCANLINES + 1.0); const float INV_BRIGHTEN_LCD_INC = 1.0 / (BRIGHTEN_LCD + 1.0); //================ void main() { // Generate LCD grid effect // > Note the 0.25 pixel offset -> required to ensure that // scanlines occur *between* pixels vec2 angle = 2.0 * PI * ((v_texcoord0.xy * v_texcoord1.xy) - 0.25); // v_texcoord1 == TextureSize float yfactor = (BRIGHTEN_SCANLINES + sin(angle.y)) * INV_BRIGHTEN_SCANLINES_INC; float xfactor = (BRIGHTEN_LCD + sin(angle.x)) * INV_BRIGHTEN_LCD_INC; // Get colour sample and apply colour correction vec2 centerCoord = floor(v_texcoord0.xy * v_texcoord1.xy) + vec2(0.5, 0.5); // v_texcoord1 == TextureSize vec3 colour = pow(texture2D(sampler0, u_texelDelta.xy * centerCoord).rgb, vec3(target_gamma)); colour = clamp(colour, 0.0, 1.0); colour = pow( mat3(r, rg, rb, gr, g, gb, br, bg, b) * colour, vec3(1.0 / display_gamma) ); // Apply LCD grid effect colour.rgb = yfactor * xfactor * colour.rgb; gl_FragColor = vec4(colour.rgb, 1.0); } vs: postshader /* lcd1x_sharp shader This is an attempt to make a shader with a non-blurry LCD effect. It combines the existing shader code: - Nearest neighbour scaling, taken from zfast_lcd [Original code copyright (C) 2017 Greg Hogan (SoltanGris42)] - lcd3x 'grille effect', but without colour seperation [Original code by Gigaherz, released into the public domain] [Code here derived from PPSSPP version of lcd3x made by LunaMoo] Code mashed together by jdgleaver... This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. *** Requires rendering resolution to be set to 1xPSP *** Surprisingly, looks reasonably good on low resolution (720p/768
TEKKEN 6 v1.10.3 2020-10-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.8.0 2020-10-22 WriteToHardware: Invalid address 150efc9c near PC 08000000 LR 08000000