Recent logs - 頭文字D STREET STAGE

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Game title Version Latest Report Message
頭文字D STREET STAGE v1.10.3 2020-10-31 sceDmacMemcpy(dest=04154000, src=093fc8f0, size=131072): overlapping read
頭文字D STREET STAGE v1.10.3-1005-gdcec4d1bb 2020-10-26 sceDmacMemcpy(dest=04161800, src=0930b3c0, size=512): overlapping read
頭文字D STREET STAGE v1.10.3-1005-gdcec4d1bb 2020-10-25 sceDmacMemcpy(dest=041fb400, src=094ff7b0, size=16384): overlapping read
頭文字D STREET STAGE v1.10.3 2020-10-22 sceDmacMemcpy(dest=041e9800, src=091ea6f0, size=32768): overlapping read
頭文字D STREET STAGE v1.6.3 2020-10-29 sceDmacMemcpy(dest=04174600, src=0930b380, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-10-20 sceDmacMemcpy(dest=041f2800, src=0944e860, size=4096): overlapping read
頭文字D STREET STAGE v1.10.3 2020-10-19 sceDmacMemcpy(dest=04166000, src=092446c0, size=8192): overlapping read
頭文字D STREET STAGE v1.10.1 2020-10-20 sceDmacMemcpy(dest=04175e00, src=092d9400, size=512): overlapping read
頭文字D STREET STAGE v1.10.3 2020-10-18 sceDmacMemcpy(dest=04175e00, src=092f1300, size=512): overlapping read
頭文字D STREET STAGE v1.10.3 2020-10-11 Failed to truncate file.
頭文字D STREET STAGE v1.10.3 2020-10-10 sceDmacMemcpy(dest=041a0a00, src=094fa900, size=32768): overlapping read
頭文字D STREET STAGE v1.10.3 2020-10-10 80630006=sceAtracSetDataAndGetID(09434000, 0002d6e4): invalid RIFF header
頭文字D STREET STAGE v1.10.3 2020-10-10 80630006=sceAtracSetDataAndGetID(098406c0, 000c68a0): invalid RIFF header
頭文字D STREET STAGE v1.10.3 2020-10-10 80630006=sceAtracSetDataAndGetID(093d5c00, 0002d6e4): invalid RIFF header
頭文字D STREET STAGE v1.10.3 2020-10-10 80630006=sceAtracSetDataAndGetID(09433f00, 0002d6e4): invalid RIFF header
頭文字D STREET STAGE v1.10.3 2020-10-10 80630006=sceAtracSetDataAndGetID(094345c0, 0002d6e4): invalid RIFF header
頭文字D STREET STAGE v1.10.3 2020-10-10 80630006=sceAtracSetDataAndGetID(09430a40, 0002d6e4): invalid RIFF header
頭文字D STREET STAGE v1.10.3 2020-10-10 80630006=sceAtracSetDataAndGetID(0942dec0, 0002d6e4): invalid RIFF header
頭文字D STREET STAGE v1.10.3 2020-10-15 sceDmacMemcpy(dest=041d0800, src=09472c20, size=32768): overlapping read
頭文字D STREET STAGE v1.10.1 2020-10-10 sceDmacMemcpy(dest=04175c00, src=092db480, size=1024): overlapping read
頭文字D STREET STAGE v1.10.3 2020-10-08 sceDmacMemcpy(dest=041fca00, src=0933a4e0, size=4096): overlapping read
頭文字D STREET STAGE v1.10.3 2020-10-05 sceDmacMemcpy(dest=04173600, src=09b2ded0, size=2048): overlapping read
頭文字D STREET STAGE v1.10.3 2020-10-15 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f38001:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 #version 100 precision highp float; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); }
頭文字D STREET STAGE v1.10.3 2020-10-02 sceDmacMemcpy(dest=041a8a00, src=0939c7e0, size=4096): overlapping read
頭文字D STREET STAGE v1.10.3 2020-10-07 sceDmacMemcpy(dest=0419ca00, src=092b0e00, size=32768): overlapping read
頭文字D STREET STAGE v1.10.3 2020-09-25 sceDmacMemcpy(dest=04173e00, src=0929f880, size=1024): overlapping read
頭文字D STREET STAGE v1.10.3 2020-09-24 sceDmacMemcpy(dest=04154000, src=099ca790, size=512): overlapping read
頭文字D STREET STAGE v1.10.3 2020-09-24 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f38001:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 #version 100 precision highp float; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); }
頭文字D STREET STAGE v1.10.3 2020-09-23 sceDmacMemcpy(dest=04162a00, src=099f0240, size=2048): overlapping read
頭文字D STREET STAGE v1.7.4 2020-09-17 sceDmacMemcpy(dest=04175600, src=093d5000, size=2048): overlapping read
頭文字D STREET STAGE v1.9.0 2020-09-16 sceDmacMemcpy(dest=04155000, src=093a2900, size=2048): overlapping read
頭文字D STREET STAGE v1.10.3 2020-09-16 sceDmacMemcpy(dest=04175c00, src=09315600, size=512): overlapping read
頭文字D STREET STAGE v1.10.3 2020-09-14 sceDmacMemcpy(dest=041bb000, src=092f2210, size=8192): overlapping read
頭文字D STREET STAGE v1.10.3 2020-09-13 sceDmacMemcpy(dest=04165200, src=094a8670, size=8192): overlapping read
頭文字D STREET STAGE v1.10.3 2020-09-10 sceDmacMemcpy(dest=04162a00, src=09a74580, size=2048): overlapping read
頭文字D STREET STAGE v1.10.3 2020-09-10 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
頭文字D STREET STAGE v1.8.0 2020-09-07 sceDmacMemcpy(dest=041e4a00, src=09530a20, size=4096): overlapping read
頭文字D STREET STAGE v1.10.3 2020-09-07 sceDmacMemcpy(dest=04162a00, src=094f51c0, size=2048): overlapping read
頭文字D STREET STAGE v1.10.2-1-g143d54aa1 2020-09-07 Unknown GE command : 34880007
頭文字D STREET STAGE v1.10.2-1-g143d54aa1 2020-09-07 sceDmacMemcpy(dest=04163200, src=094de900, size=2048): overlapping read
頭文字D STREET STAGE v1.10.2-1-g143d54aa1 2020-09-06 sceDmacMemcpy(dest=041b4000, src=092aa3b0, size=8192): overlapping read
頭文字D STREET STAGE v1.7.4 2020-09-04 sceDmacMemcpy(dest=04173400, src=09aa3290, size=2048): overlapping read
頭文字D STREET STAGE v1.9.0 2020-09-02 sceDmacMemcpy(dest=04162a00, src=09a12d40, size=2048): overlapping read
頭文字D STREET STAGE v1.9.0 2020-09-02 sceDmacMemcpy(dest=04169600, src=093fc830, size=1024): overlapping read
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2020-08-27 sceDmacMemcpy(dest=04167a00, src=09a08ac0, size=2048): overlapping read
頭文字D STREET STAGE v1.10.3 2020-08-22 sceDmacMemcpy(dest=041a0a00, src=09332ce0, size=32768): overlapping read
頭文字D STREET STAGE v1.10.3 2020-08-18 sceDmacMemcpy(dest=04173400, src=09a610b0, size=512): overlapping read
頭文字D STREET STAGE v1.9.3 2020-08-13 sceDmacMemcpy(dest=04179400, src=091eac00, size=2048): overlapping read
頭文字D STREET STAGE v1.9.0 2020-08-13 sceDmacMemcpy(dest=041aca00, src=0939c7e0, size=4096): overlapping read
頭文字D STREET STAGE v1.9.3 2020-08-12 sceDmacMemcpy(dest=04175e00, src=092f1380, size=512): overlapping read
頭文字D STREET STAGE v1.9.3 2020-08-12 Suspicious address 6fe8b3b2, skipping reloc, type = 6
頭文字D STREET STAGE v1.9.3 2020-08-12 Bad segment number 68
頭文字D STREET STAGE v1.9.3 2020-08-12 Bad segment number 144
頭文字D STREET STAGE v1.7.4 2020-08-11 sceDmacMemcpy(dest=041ccc00, src=096f56f0, size=65536): overlapping read
頭文字D STREET STAGE v1.9.3 2020-08-08 MIPSCompileOp: Invalid instruction 67a9afa7
頭文字D STREET STAGE v1.9.3 2020-08-08 MIPSCompileOp: Invalid instruction 679bca93
頭文字D STREET STAGE v1.9.3 2020-08-08 Branch in Jump delay slot at 09fff5e0 in block starting at 09fff5e0
頭文字D STREET STAGE v1.10.2 2020-08-05 sceDmacMemcpy(dest=041a0a00, src=09332160, size=32768): overlapping read
頭文字D STREET STAGE v1.9.3 2020-08-05 sceDmacMemcpy(dest=04158200, src=093e9770, size=32768): overlapping read
頭文字D STREET STAGE v1.10.3 2020-08-04 sceDmacMemcpy(dest=0416d400, src=094c0720, size=4096): overlapping read
頭文字D STREET STAGE v1.10.3 2020-08-04 sceDmacMemcpy(dest=04154000, src=092998e0, size=512): overlapping read
頭文字D STREET STAGE v1.9.3 2020-08-02 Bad segment number 81
頭文字D STREET STAGE v1.9.3 2020-08-02 Bad segment number 218
頭文字D STREET STAGE v1.9.3 2020-08-02 Suspicious address 8b40f409, skipping reloc, type = 2
頭文字D STREET STAGE v1.9.3 2020-07-30 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08a523ec, type=10 : no instruction :(
頭文字D STREET STAGE v1.9.3 2020-07-30 Suspicious address f290ce26, skipping reloc, type = 2
頭文字D STREET STAGE v1.9.3 2020-07-30 Bad segment number 231
頭文字D STREET STAGE v1.9.3 2020-07-28 sceDmacMemcpy(dest=04162200, src=093d4740, size=2048): overlapping read
頭文字D STREET STAGE v1.9.3 2020-07-28 Bad segment number 82
頭文字D STREET STAGE v1.9.3 2020-07-28 Bad segment number 105
頭文字D STREET STAGE v1.9.3 2020-07-28 Suspicious address a6bc5876, skipping reloc, type = 4
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0205db10 PC 08a530e8 LR 08a53000
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0205de80 PC 08a530f8 LR 08a53000
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0205a0b0 PC 08a53084 LR 08a53000
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0206d320 PC 08a53180 LR 08a53000
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0206e550 PC 08a53150 LR 08a53000
頭文字D STREET STAGE v1.9.3 2020-07-26 sceDmacMemcpy(dest=04169600, src=091eac00, size=2048): overlapping read
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02036730 PC 08a4cd00 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0202e4e0 PC 08a4cb6c LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02030a30 PC 08a4cb8c LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0202f9c0 PC 08a4cb88 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0202acc0 PC 08a4cb40 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02022a90 PC 08a4cc88 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02036830 PC 08a4ccd4 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02036c70 PC 08a4cce4 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02031e00 PC 08a4cc0c LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02030f50 PC 08a4cbc8 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0202c670 PC 08a4cb58 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02031da0 PC 08a4cc00 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02030d10 PC 08a4cb9c LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 020275f0 PC 08a4cb34 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02031030 PC 08a4cbe4 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02031e30 PC 08a4cc10 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 020361d0 PC 08a4cd10 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 0202e560 PC 08a4cb70 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02030d50 PC 08a4cba4 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02030d30 PC 08a4cba0 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02037030 PC 08a4cd24 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 020233f0 PC 08a4cb20 LR 0889a2f0
頭文字D STREET STAGE v1.9.3 2020-07-26 Jump to invalid address: 02036bf0 PC 08a4ccdc LR 0889a2f0