Recent logs - KINGDOM HEARTS Birth by Sleep

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Game title Version Latest Report Message
KINGDOM HEARTS Birth by Sleep v1.9.4 2020-02-13 Ignoring possible render to texture at 04154000 +128x143 / 256x272
KINGDOM HEARTS Birth by Sleep v1.9.3-80-g73bf6098e 2020-02-07 __KernelStopThread: thread 350 does not exist
KINGDOM HEARTS Birth by Sleep v1.9.4 2020-01-27 Ignoring possible render to texture at 04154000 +0x100 / 128x128
KINGDOM HEARTS Birth by Sleep v1.9.3-80-g73bf6098e 2020-02-07 __KernelStopThread: thread 347 does not exist
KINGDOM HEARTS Birth by Sleep v1.9.3-80-g73bf6098e 2020-01-24 __KernelStopThread: thread 318 does not exist
KINGDOM HEARTS Birth by Sleep v1.9.3-80-g73bf6098e 2020-02-07 __KernelStopThread: thread 341 does not exist
KINGDOM HEARTS Birth by Sleep v1.9.3-80-g73bf6098e 2020-02-07 __KernelStopThread: thread 339 does not exist
KINGDOM HEARTS Birth by Sleep v1.9.3-80-g73bf6098e 2020-01-22 __KernelStopThread: thread 336 does not exist
KINGDOM HEARTS Birth by Sleep v1.9.3-80-g73bf6098e 2020-01-22 __KernelStopThread: thread 367 does not exist
KINGDOM HEARTS Birth by Sleep v1.8.0 2020-01-19 Unexpected mpeg first timestamp: 6fc09bfe14b / 7679565095243
KINGDOM HEARTS Birth by Sleep v1.8.0 2020-01-18 Unexpected mpeg first timestamp: ae23e3e34b3 / 11966823150771
KINGDOM HEARTS Birth by Sleep v1.9.4 2020-01-09 Unknown GetPointer 00000000 PC 089b44f4 LR 089b4508
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 09919340
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 Jump to invalid address: 0646f980 PC 099193c0 LR 09919340
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 Jump to invalid address: 02eb5100 PC 099193dc LR 09919340
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 Jump to invalid address: 06462c00 PC 099193cc LR 09919340
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 Jump to invalid address: 0646f740 PC 099193bc LR 09919340
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 MIPSCompileOp: Invalid instruction 00000005
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 Jump to invalid address: 02eb5f50 PC 0991938c LR 09919340
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 Jump to invalid address: 06464e00 PC 09919390 LR 09919340
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 Jump to invalid address: 02eb4dc0 PC 0991934c LR 09919340
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-27 Trying to compile instruction 00000130 that can't be interpreted
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-28 Error in shader program link: info: Vertex info ----------- 0(6) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(7) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(25) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(26) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(27) : warning C7555: 'varying' is deprecated, use 'in/out' instead (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 Fragment info ------------- 0(8) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(10) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(11) : warning C7555: 'varying' is deprecated, use 'in/out' instead fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp uniform sampler2D tex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); 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); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01830000:00120314 HWX N Fog Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 3: c:0 t:0 MatUp:3 #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-28 Error in shader program link: info: Vertex info ----------- 0(6) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(7) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(25) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(26) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(27) : warning C7555: 'varying' is deprecated, use 'in/out' instead (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 Fragment info ------------- 0(8) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(10) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(11) : warning C7555: 'varying' is deprecated, use 'in/out' instead fs: 00000000:00a1d002 Tex Fog 2x TFuncMod AlphaTest0 > #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); 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; fragColor0 = v; } vs: 01830000:00120314 HWX N Fog Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 3: c:0 t:0 MatUp:3 #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-28 Error in shader program link: info: Vertex info ----------- 0(6) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(7) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(25) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(26) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(27) : warning C7555: 'varying' is deprecated, use 'in/out' instead (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 Fragment info ------------- 0(9) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(11) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(12) : warning C7555: 'varying' is deprecated, use 'in/out' instead fs: 00000000:01a0d022 Tex TexAlpha Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; 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); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01830000:00120314 HWX N Fog Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 3: c:0 t:0 MatUp:3 #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-28 Error in shader program link: info: Vertex info ----------- 0(6) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(7) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(25) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(26) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(27) : warning C7555: 'varying' is deprecated, use 'in/out' instead (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 Fragment info ------------- 0(9) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(11) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(12) : warning C7555: 'varying' is deprecated, use 'in/out' instead fs: 00000000:01a0d002 Tex Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); 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); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01830000:00120314 HWX N Fog Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 3: c:0 t:0 MatUp:3 #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-28 Error in shader program link: info: Vertex info ----------- 0(6) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(7) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(25) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(26) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(27) : warning C7555: 'varying' is deprecated, use 'in/out' instead (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 Fragment info ------------- 0(8) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(10) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(11) : warning C7555: 'varying' is deprecated, use 'in/out' instead fs: 00000000:05a0d022 Tex TexAlpha Fog 2x StenToAlpha Sten0 TFuncMod AlphaTest > #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; 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); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, 0.0); } vs: 01830000:00120314 HWX N Fog Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 3: c:0 t:0 MatUp:3 #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
KINGDOM HEARTS Birth by Sleep v1.9.3 2019-12-28 Error in shader program link: info: Vertex info ----------- 0(6) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(7) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(25) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(26) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(27) : warning C7555: 'varying' is deprecated, use 'in/out' instead (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 Fragment info ------------- 0(7) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(9) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(10) : warning C7555: 'varying' is deprecated, use 'in/out' instead fs: 00000000:05a00002 Tex Fog 2x StenToAlpha Sten0 TFuncMod #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); 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); fragColor0 = vec4(v.rgb, 0.0); } vs: 01830000:00120314 HWX N Fog Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 3: c:0 t:0 MatUp:3 #version 130 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-12-02 Ignoring possible render to texture at 04154000 +64x85 / 256x272
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-09-28 FBO using existing buffer as depthbuffer, 04174000/04110000 and 04110000/04110000
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-09-15 Ignoring possible render to texture at 04154000 +0x45 / 128x128
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-09-15 WriteToHardware: Invalid address 00285bc0 near PC 088d6808 LR 088d6808
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-09-15 WriteToHardware: Invalid address 001d4618 near PC 088d6808 LR 088d6808
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-09-13 WriteToHardware: Invalid address 0019bc90 near PC 088d6808 LR 088d6808
KINGDOM HEARTS Birth by Sleep v1.8.0-426-g24d71294b 2019-09-08 Failed to truncate file.
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-09-08 Render to texture with incompatible formats 4 != 1 at 04000000
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-09-02 Ignoring possible render to texture at 04154000 +128x58 / 256x128
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-08-25 Ignoring possible render to texture at 04154000 +0x42 / 256x128
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-08-14 WriteToHardware: Invalid address 00036700 near PC 088d6808 LR 088d6808
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-07-26 FBO using existing buffer as depthbuffer, 040fc400/04088000 and 04088000/04110000
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-07-09 Ignoring possible render to texture at 04154000 +0x59 / 128x128
KINGDOM HEARTS Birth by Sleep v1.9.4 2020-01-13 Unknown GetPointer 00000000 PC 08a8bd7c LR 08000030
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-06-26 Ignoring possible render to texture at 04154000 +192x57 / 256x128
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-06-06 Ignoring possible render to texture at 04154000 +64x35 / 256x128
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-06-05 Ignoring possible render to texture at 04154000 +128x61 / 256x128
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-05-30 Ignoring possible render to texture at 04154000 +64x54 / 256x128
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-05-29 Ignoring possible render to texture at 04154000 +0x77 / 256x128
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-05-16 Ignoring possible render to texture at 04154000 +64x67 / 256x128
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-05-08 Ignoring possible render to texture at 04154000 +0x70 / 256x128
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-10-04 Ignoring possible render to texture at 04154000 +64x74 / 128x128
KINGDOM HEARTS Birth by Sleep v1.9.4 2020-02-15 Unknown GetPointer 00000000 PC 08000000 LR 08000000
KINGDOM HEARTS Birth by Sleep v1.7.4 2019-03-31 Branch in Jump delay slot at 089d8900 in block starting at 089d88f8
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-03-28 Unknown GetPointer 00000000 PC 0880f71c LR 0880f71c
KINGDOM HEARTS Birth by Sleep v1.9.4 2020-02-25 FBO using existing buffer as depthbuffer, 040ec000/04088000 and 04088000/04110000
KINGDOM HEARTS Birth by Sleep v1.8.0 2019-03-24 Branch in Jump delay slot at 08802098 in block starting at 08802090
KINGDOM HEARTS Birth by Sleep v1.9.4 2020-02-20 Unknown GetPointer 00000000 PC 088091c0 LR 08000020
KINGDOM HEARTS Birth by Sleep v1.7.1 2019-03-17 Ignoring possible render to texture at 04154000 +64x94 / 128x128
KINGDOM HEARTS Birth by Sleep v1.7.2 2019-03-02 Ignoring possible render to texture at 04154000 +0x41 / 128x128
KINGDOM HEARTS Birth by Sleep v1.4.2 2019-02-13 Ignoring possible render to texture at 04154000 +0x101 / 128x128
KINGDOM HEARTS Birth by Sleep v1.5.4 2019-02-12 Ignoring possible render to texture at 04154000 +64x43 / 256x128
KINGDOM HEARTS Birth by Sleep v1.7.1 2019-02-03 Decoding texture from VRAM mirror at 04564250 swizzle=0
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 01f701f7
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 01ff01b9
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088bf8c8
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 01bd01bc
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 01fe01fd
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 03010301
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 405980ce
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 403c637a
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40394757
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088bd32c
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 406de313
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 404d6f57
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 404401e3
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 403c1ab7
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 405bd4d5
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 4028029a
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 402d2d98
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 4027a3b6
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40486e4c
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 402a0ed9
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40281418
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40304952
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 4028986a
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40359cce
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40311e7f
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40280299
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 4037043d
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 403d0908
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 403d0906
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 404d4def
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 4032080c
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 402404a5
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 4026874a
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 405bd4e1
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40378632
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 403c49bd
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40239c3d
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 405cd03a
KINGDOM HEARTS Birth by Sleep v1.6.3-492-g9fddfff66 2019-02-02 MIPSCompileOp: Invalid instruction 40222c58