Recent logs - DISSIDIA 012[duodecim] FINAL FANTASY

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Game title Version Latest Report Message
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-12-04 WriteToHardware: Invalid address ffffffd4 near PC 089a0384 LR 0887cae8
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-11-29 Jump to invalid address: 03040060
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-11-29 Branch in Jump delay slot at 08c10020 in block starting at 08c10000
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-11-13 Unknown GetPointer 00000000 PC 089b0094 LR 089b00b0
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.3 2022-11-13 Error in shader program link: info: Assertion failed: mov.DstRegId <= 127 && "Out of range for destination relative addressing" fs: 00000000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 00080000:00007b18 HWX C T N Tex Spline TessC TessT TessRevN #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x = float(num_patches.x); } if ((type.y & 1) != 0) { if (patch_pos.y <= 2) knot[0].y = 0.0; if (patch_pos.y <= 1) knot[1].y = 0.0; } if ((type.y & 2) != 0) { if (patch_pos.y >= (num_patches.y - 2)) knot[5].y = float(num_patches.y); if (patch_pos.y == (num_patches.y - 1)) knot[4].y = float(num_patches.y); } } void spline_weight(vec2 t, in vec2 knot[6], out vec2 weights[4]) { vec2 t0 = (t - knot[0]); vec2 t1 = (t - knot[1]); vec2 t2 = (t - knot[2]); vec2 f30 = t0 / (knot[3] - knot[0]); vec2 f41 = t1 / (knot[4] - knot[1]); vec2 f52 = t2 / (knot[5] - knot[2]); vec2 f31 = t1 / (knot[3] - knot[1]); vec2 f42 = t2 / (knot[4] - knot[2]); vec2 f32 = t2 / (knot[3] - knot[2]); vec2 a = (1.0 - f30)*(1.0 - f31); vec2 b = (f31*f41); vec2 c = (1.0 - f41)*(1.0 - f42); vec2 d = (f42*f52); weights[0] = a - (a*f32); weights[1] = vec2(1.0) - a - b + ((a + b + c - vec2(1.0))*f32); weights[2] = b + ((vec2(1.0) - b - c - d)*f32); weights[3] = d*f32; } void main() { vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int num_patches_u = u_spline_count_u - 3; int u = int(mod(float(gl_InstanceID), float(num_patches_u))); int v = gl_InstanceID / num_patches_u; ivec2 patch_pos = ivec2(u, v); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { int index = (i + v) * u_spline_count_u + (j + u); _pos[i * 4 + j] = texelFetch(u_tess_pos_tex, ivec2(index, 0), 0).xyz; _tex[i * 4 + j] = texelFetch(u_tess_tex_tex, ivec2(index, 0), 0).xy; _col[i * 4 + j] = texelFetch(u_tess_col_tex, i
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.3 2022-11-13 Error in shader program link: info: Assertion failed: mov.DstRegId <= 127 && "Out of range for destination relative addressing" fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 00080000:00007b18 HWX C T N Tex Spline TessC TessT TessRevN #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x = float(num_patches.x); } if ((type.y & 1) != 0) { if (patch_pos.y <= 2) knot[0].y = 0.0; if (patch_pos.y <= 1) knot[1].y = 0.0; } if ((type.y & 2) != 0) { if (patch_pos.y >= (num_patches.y - 2)) knot[5].y = float(num_patches.y); if (patch_pos.y == (num_patches.y - 1)) knot[4].y = float(num_patches.y); } } void spline_weight(vec2 t, in vec2 knot[6], out vec2 weights[4]) { vec2 t0 = (t - knot[0]); vec2 t1 = (t - knot[1]); vec2 t2 = (t - knot[2]); vec2 f30 = t0 / (knot[3] - knot[0]); vec2 f41 = t1 / (knot[4] - knot[1]); vec2 f52 = t2 / (knot[5] - knot[2]); vec2 f31 = t1 / (knot[3] - knot[1]); vec2 f42 = t2 / (knot[4] - knot[2]); vec2 f32 = t2 / (knot[3] - knot[2]); vec2 a = (1.0 - f30)*(1.0 - f31); vec2 b = (f31*f41); vec2 c = (1.0 - f41)*(1.0 - f42); vec2 d = (f42*f52); weights[0] = a - (a*f32); weights[1] = vec2(1.0) - a - b + ((a + b + c - vec2(1.0))*f32); weights[2] = b + ((vec2(1.0) - b - c - d)*f32); weights[3] = d*f32; } void main() { vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int num_patches_u = u_spline_count_u - 3; int u = int(mod(float(gl_InstanceID), float(num_patches_u))); int v = gl_InstanceID / num_patches_u; ivec2 patch_pos = ivec2(u, v); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { int index = (i + v) * u_spline_count_u + (j + u); _pos[i * 4 + j] = texelFetch(u_tess_pos_tex, ivec2(index, 0), 0).xyz; _tex[i * 4 + j] = texelFetch(u_tess_tex_tex, ivec2(index, 0), 0).xy; _col[i * 4 + j] = texelFetch(u_tess_col_tex, ivec2(index, 0), 0).rgba; } } vec2 tess_pos = position.xy;
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.3 2022-11-13 Error in shader program link: info: Assertion failed: mov.DstRegId <= 127 && "Out of range for destination relative addressing" fs: 00000000:0081d002 Tex 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 00080000:00007b18 HWX C T N Tex Spline TessC TessT TessRevN #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x = float(num_patches.x); } if ((type.y & 1) != 0) { if (patch_pos.y <= 2) knot[0].y = 0.0; if (patch_pos.y <= 1) knot[1].y = 0.0; } if ((type.y & 2) != 0) { if (patch_pos.y >= (num_patches.y - 2)) knot[5].y = float(num_patches.y); if (patch_pos.y == (num_patches.y - 1)) knot[4].y = float(num_patches.y); } } void spline_weight(vec2 t, in vec2 knot[6], out vec2 weights[4]) { vec2 t0 = (t - knot[0]); vec2 t1 = (t - knot[1]); vec2 t2 = (t - knot[2]); vec2 f30 = t0 / (knot[3] - knot[0]); vec2 f41 = t1 / (knot[4] - knot[1]); vec2 f52 = t2 / (knot[5] - knot[2]); vec2 f31 = t1 / (knot[3] - knot[1]); vec2 f42 = t2 / (knot[4] - knot[2]); vec2 f32 = t2 / (knot[3] - knot[2]); vec2 a = (1.0 - f30)*(1.0 - f31); vec2 b = (f31*f41); vec2 c = (1.0 - f41)*(1.0 - f42); vec2 d = (f42*f52); weights[0] = a - (a*f32); weights[1] = vec2(1.0) - a - b + ((a + b + c - vec2(1.0))*f32); weights[2] = b + ((vec2(1.0) - b - c - d)*f32); weights[3] = d*f32; } void main() { vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int num_patches_u = u_spline_count_u - 3; int u = int(mod(float(gl_InstanceID), float(num_patches_u))); int v = gl_InstanceID / num_patches_u; ivec2 patch_pos = ivec2(u, v); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { int index = (i + v) * u_spline_count_u + (j + u); _pos[i * 4 + j] = texelFetch(u_tess_pos_tex, ivec2(index, 0), 0).xyz; _tex[i * 4 + j] = texelFetch(u_tess_tex_tex, ivec2(index, 0), 0).xy; _col[i * 4 + j] = texelFetch(u_tess_
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.3 2022-11-13 Error in shader program link: info: Assertion failed: mov.DstRegId <= 127 && "Out of range for destination relative addressing" fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 00080000:00007b18 HWX C T N Tex Spline TessC TessT TessRevN #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x = float(num_patches.x); } if ((type.y & 1) != 0) { if (patch_pos.y <= 2) knot[0].y = 0.0; if (patch_pos.y <= 1) knot[1].y = 0.0; } if ((type.y & 2) != 0) { if (patch_pos.y >= (num_patches.y - 2)) knot[5].y = float(num_patches.y); if (patch_pos.y == (num_patches.y - 1)) knot[4].y = float(num_patches.y); } } void spline_weight(vec2 t, in vec2 knot[6], out vec2 weights[4]) { vec2 t0 = (t - knot[0]); vec2 t1 = (t - knot[1]); vec2 t2 = (t - knot[2]); vec2 f30 = t0 / (knot[3] - knot[0]); vec2 f41 = t1 / (knot[4] - knot[1]); vec2 f52 = t2 / (knot[5] - knot[2]); vec2 f31 = t1 / (knot[3] - knot[1]); vec2 f42 = t2 / (knot[4] - knot[2]); vec2 f32 = t2 / (knot[3] - knot[2]); vec2 a = (1.0 - f30)*(1.0 - f31); vec2 b = (f31*f41); vec2 c = (1.0 - f41)*(1.0 - f42); vec2 d = (f42*f52); weights[0] = a - (a*f32); weights[1] = vec2(1.0) - a - b + ((a + b + c - vec2(1.0))*f32); weights[2] = b + ((vec2(1.0) - b - c - d)*f32); weights[3] = d*f32; } void main() { vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int num_patches_u = u_spline_count_u - 3; int u = int(mod(float(gl_InstanceID), float(num_patches_u))); int v = gl_InstanceID / num_patches_u; ivec2 patch_pos = ivec2(u, v); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { int index = (i + v) * u_spline_count_u + (j + u); _pos[i * 4 + j] = texelFetch(u_tess_pos_tex, ivec2(index, 0), 0).xyz; _tex[i * 4 + j] = texelFetch(u_tess_tex_tex, ivec2(index, 0), 0).xy; _col[i * 4 + j] = texelFetch(u_tess_col_tex, ivec2(index, 0), 0).rgba; } } vec2 tess_pos = posit
DISSIDIA 012[duodecim] FINAL FANTASY v1.13 2022-11-11 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:179: 'outerProduct' : no matching overloaded function found ERROR: 0:179: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 00080000:00007b18 HWX C T N Tex Spline TessC TessT TessRevN #version 300 es // Adreno (TM) 306 - GLSL 300 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 lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z); ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = texelFetch(u_tess_poin
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-12-02 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:040cc000/512 Z:04088000/512 X:0 Y:0 reint: false]
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-10-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-10-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-10-25 80630006=sceAtracSetDataAndGetID(0959b0c0, 0000400c): invalid RIFF header
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-10-25 Unknown GetPointer 00000024 PC 088dcbec LR 088dcbfc
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-10-25 80630006=sceAtracSetDataAndGetID(0959b0c0, 0000340c): invalid RIFF header
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-10-23 GetFramebufferCandidates(DEPTH): Multiple (5) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:040cc000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:040ec000/128 Z:04088000/512 X:0 Y:0 reint: false] [C:040f4000/64 Z:04088000/512 X:0 Y:0 reint: false]
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2-1371-g1469a32a9 2022-10-07 Attempting to texture from current render target (src=040cc000 / target=040cc000 / flags=7), making a copy
DISSIDIA 012[duodecim] FINAL FANTASY v1.11.3 2022-10-03 sceDmacMemcpy(dest=49845190, src=099665c0, size=1024): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.11.3 2022-09-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.1-438-g15f51c306 2022-09-15 Error in shader compilation: info: Compile failed. ERROR: 0:27: '==' : Wrong operand types. No operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (and there is no acceptable conversion) ERROR: 0:28: '==' : Wrong operand types. No operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (and there is no acceptable conversion) ERROR: 0:29: '==' : Wrong operand types. No operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (and there is no acceptable conversion) ERROR: 0:31: '==' : Wrong operand types. No operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (and there is no acceptable conversion) ERROR: 0:32: '==' : Wrong operand types. No operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (and there is no acceptable conversion) 5 compilation errors. No code generated. 00100000:000003c2 Tex Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec4 t = texture(tex, fixedcoord.xy); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; float index0 = t.r; float mul = 32.0 / 256.0; if (depalFmt == 0) { if (depalShift == 5) { index0 = t.g; mul = 64.0 / 256.0; } else if (depalShift == 11) { index0 = t.b; } } else { if (depalShift == 5) { index0 = t.g; } else if (depalShift == 10) { index0 = t.b; } } t = texture(pal, vec2(index0 * mul, 0.0)); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; }
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-10-25 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-10-25 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
DISSIDIA 012[duodecim] FINAL FANTASY v1.11.3 2022-09-11 sceDmacMemcpy(dest=498451a4, src=09962b80, size=512): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.1 2022-09-05 Unknown GetPointer 0000f424 PC 089af038 LR 089af05c
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-11-13 Unknown GetPointerWrite 00000000 PC 089b5974 LR 089b5988
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.1-291-g8d0c84bf0 2022-08-19 WriteToHardware: Invalid address fffff1a8 near PC 088da434 LR 088d45b8
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-10-08 sceNetAdhocMatchingInit(23844) at 089036d4
DISSIDIA 012[duodecim] FINAL FANTASY v1.9.3-80-g73bf6098e 2022-08-10 __KernelStopThread: thread 670 does not exist
DISSIDIA 012[duodecim] FINAL FANTASY v1.9.3-80-g73bf6098e 2022-08-10 __KernelStopThread: thread 660 does not exist
DISSIDIA 012[duodecim] FINAL FANTASY v1.9.3-80-g73bf6098e 2022-08-10 __KernelStopThread: thread 749 does not exist
DISSIDIA 012[duodecim] FINAL FANTASY v1.9.3-80-g73bf6098e 2022-08-10 __KernelStopThread: thread 746 does not exist
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-12-02 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:040cc000/512 Z:04088000/512 X:0 Y:0 reint: false]
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-11-29 sceFontGetFontInfo(0, 9ffc948): bad font
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.1 2022-07-30 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04180000 offset: 0 (128x128 stride 128, 8888): [C:04180000/64 Z:00000000/512 X:0 Y:0 reint: false] [C:04180000/128 Z:00000000/0 X:0 Y:0 reint: false]
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-07-30 Attempted set for logic op: f
DISSIDIA 012[duodecim] FINAL FANTASY v1.13 2022-07-31 sceKernelLoadModule: unsupported options size=00000014, flags=08b29398, pos=0, access=1, data=2, text=2
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-07-01 WriteToHardware: Invalid address 000003d0 near PC 08881840 LR 08881840
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-07-01 ReadFromHardware: Invalid address 000003d0 near PC 08881840 LR 08881840
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-07-01 Unknown GetPointer 00000000 PC 0887d7f8 LR 0887d810
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-06-23 sceDmacMemcpy(dest=49845190, src=099649c0, size=1024): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.5.4 2022-06-18 sceDmacMemcpy(dest=4984515c, src=09964740, size=768): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-06-11 80630006=sceAtracSetDataAndGetID(095a6300, 00005d4c): invalid RIFF header
DISSIDIA 012[duodecim] FINAL FANTASY v1.10.3 2022-05-15 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](95,31-45): error X3004: undeclared identifier 'u_spline_counts' / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float4 gl_Position : POSITION; }; float2 tess_sample(in float2 points[16], float4x4 weights) { float2 pos = float2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float3 tess_sample(in float3 points[16], float4x4 weights) { float3 pos = float3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4 tess_sample(in float4 points[16], float4x4 weights) { float4 pos = float4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4x4 outerProduct(float4 u, float4 v) { return mul((float4x1)v, (float1x4)u); } struct Tess { float3 pos; float2 tex; float4 col; }; void tessellate(in VS_IN In, out Tess tess) { int2 point_pos = int2(In.position.z, In.normal.z); int2 weight_idx = int2(In.position.xy); float3 _pos[16]; float2 _tex[16]; float4 _col[16]; int index; index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[0] = tess_data[index].pos; _tex[0] = tess_data[index].tex; _col[0] = tess_data[index].col; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; _tex[1] = tess_data[index].tex; _col[1] = tess_data[index].col; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; _tex[2] = tess_data[index].tex; _col[2] = tess_data[index].col; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; _tex[3] = tess_data[index].tex; _col[3] = tess_data[index].col; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; _tex[4] = tess_data[index].tex; _col[4] = tess_data[index].col; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _p
DISSIDIA 012[duodecim] FINAL FANTASY v1.10.3 2022-05-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
DISSIDIA 012[duodecim] FINAL FANTASY v1.10.3 2022-05-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
DISSIDIA 012[duodecim] FINAL FANTASY v1.10.3 2022-05-11 sceDmacMemcpy(dest=498451a4, src=0995fe40, size=512): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.10.3 2022-05-05 Ignoring possible render to texture at 04184000 +0x45 / 256x128
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-04-23 Using texture with rendered CLUT: texfmt=5, clutfmt=3
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-04-23 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-11-23 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-11-23 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
DISSIDIA 012[duodecim] FINAL FANTASY v1.10.3 2022-04-21 Ignoring possible render to texture at 04156000 +128x40 / 256x128
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3-1018-g6f04f52f5 2022-06-25 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.2 2022-04-05 sceKernelLoadModule: unsupported options size=00000014, flags=08b6fc98, pos=0, access=1, data=2, text=2
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.2 2022-04-05 sceFontGetFontInfo(0, 9ffcb08): bad font
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.2 2022-12-04 sceNetAdhocMatchingInit(44364) at 089036d4
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-27 WriteToHardware: Invalid address 0000000c near PC 08000000 LR 08000000
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-27 ReadFromHardware: Invalid address 0000052c near PC 08000000 LR 08000000
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-24 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-21 sceDmacMemcpy(dest=09954640, src=09944600, size=35520): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.9.4 2022-03-17 Ignoring possible render to texture at 04192000 +0x60 / 256x128
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-11 WriteToHardware: Invalid address fffff1a0 near PC 0893ffe0 LR 0893ff1c
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-10 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-10 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-10 sceUtilityOskInitStart: invalid status
DISSIDIA 012[duodecim] FINAL FANTASY v1.9.4 2022-03-08 Ignoring possible render to texture at 041a8000 +0x36 / 256x128
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-07 sceKernelCreateThread(name=god_g997_Save): unsupported attributes 00000006
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-07 sceKernelCreateThread(name=god_g999_Base): unsupported attributes 00000006
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-07 VTYPE with morph used: THRU=0 TC=2 COL=6 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=4
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-07 sceKernelCreateThread(name=god_g001_Demo): unsupported attributes 00000006
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-07 sceKernelCreateThread(name=god_game): unsupported attributes 00000006
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-07 sceKernelCreateThread(name=god_m002_Movie): unsupported attributes 00000006
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-07 sceKernelCreateThread(name=layout): unsupported attributes 00000006
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-07 sceKernelCreateThread(name=god_m001_Title): unsupported attributes 00000006
DISSIDIA 012[duodecim] FINAL FANTASY v1.9.4 2022-03-06 Ignoring possible render to texture at 04154000 +128x60 / 256x128
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-03-01 sceDmacMemcpy(dest=0995fe40, src=09944600, size=512): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-02-21 80630006=sceAtracSetDataAndGetID(095cd180, 000d43a4): invalid RIFF header
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2022-02-09 Unexpected mpeg first timestamp: c0068000001 / 13195884363777
DISSIDIA 012[duodecim] FINAL FANTASY v1.9.0 2022-02-02 Unknown GetPointer 00000188 PC 088dcc24 LR 088dcfa0
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2021-12-20 sceDmacMemcpy(dest=4989d610, src=09966d40, size=1024): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2021-12-18 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16)
DISSIDIA 012[duodecim] FINAL FANTASY v1.10.3 2021-12-12 Ignoring possible render to texture at 0415a000 +0x46 / 256x128
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2021-12-11 80630008=sceAtracSetDataAndGetID(0999e580, 00018000): loop starts after it ends
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3-1018-g6f04f52f5 2022-04-06 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3-1018-g6f04f52f5 2022-04-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3-1018-g6f04f52f5 2022-04-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3-1018-g6f04f52f5 2022-04-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2021-12-06 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game has likely crashed
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2021-12-15 sceDmacMemcpy(dest=49845190, src=09964940, size=1024): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2021-12-01 sceDmacMemcpy(dest=4984517c, src=09963ec0, size=704): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.11.3 2021-11-26 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
DISSIDIA 012[duodecim] FINAL FANTASY v1.11.3 2021-11-26 sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid)
DISSIDIA 012[duodecim] FINAL FANTASY v1.11.3 2021-11-26 GE Interrupt: newState might be 1
DISSIDIA 012[duodecim] FINAL FANTASY v1.13.1 2022-08-18 UNIMPL sceNetAdhocDiscoverInitStart(090d0e80) at 08903490
DISSIDIA 012[duodecim] FINAL FANTASY v1.11.2-312-g38e384d83 2021-11-22 sceDmacMemcpy(dest=4989d624, src=0995fe40, size=512): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.11.3 2022-05-09 sceDmacMemcpy(dest=498451a4, src=09956c00, size=512): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2021-11-23 Error in shader compilation: info: ERROR: 0:22: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:22: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:35: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:35: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:35: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:36: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:36: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:36: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:36: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:36: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:36: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:37: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:37: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:37: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:41: 'col' : undeclared identifier ERROR: 0:41: 'assign' : implicit conversion between types not allowed in ES 2.0 ERROR: 0:41: 'assign' : cannot convert from '4-component vector of uint' to 'float' ERROR: 0:42: 'index0' : undeclared identifier ERROR: 0:42: 'b' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:42: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:42: 'g' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:42: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:42: '|' : wrong operand types no operation '|' exists that takes a left-hand operand of type 'float' and a right operand of type 'float' (or there is no acceptable conversion) ERROR: 0:42: 'r' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:42: '|' : wrong operand types no operation '|' exists that takes a left-hand operand of type 'float' and a right operand of type 'float' (or there is no acceptable conversion) ERROR: 0:44: 'assign' : implicit conversion between types not allowed in ES 2.0 ERROR: 0:44: 'assign' : cannot convert from '4-component vector of uint' to 'float' ERROR: 0:45: 'index1' : undeclared identifier ERROR: 0:45: 'b' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:45: '<<' : wrong operand types no operation '<<' exists that takes a
DISSIDIA 012[duodecim] FINAL FANTASY v1.12.3 2021-10-21 Unexpected mpeg first timestamp: eb4818e1a37 / 16168430475831