Recent logs - Zill O'll ~infinite plus~

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Game title Version Latest Report Message
Zill O'll ~infinite plus~ v1.16.6 2024-01-18 00000000=sceUtilityScreenshotInitStart(09fc5ca0)
Zill O'll ~infinite plus~ v1.12.3-1264-gf8c219b7f 2023-10-15 Failed to read valid video stream data from header
Zill O'll ~infinite plus~ v1.9.0 2022-09-18 Unknown GetPointer 0d8e5178 PC 088d5ccc LR 088d5cf0
Zill O'll ~infinite plus~ v1.9.0 2022-09-09 Jump to invalid address: 029ae1e0
Zill O'll ~infinite plus~ v1.9.0 2022-09-09 Unknown GetPointer 0a005964 PC 088d5ccc LR 088d5cf0
Zill O'll ~infinite plus~ v1.9.0 2022-09-09 ReadFromHardware: Invalid address 00000010 near PC 00000010 LR 00000010
Zill O'll ~infinite plus~ v1.16.6 2023-10-30 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJM05410INST/PARAM.SFO, 09c53500, 00000002)
Zill O'll ~infinite plus~ v1.16.6 2023-10-30 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJM05410INST/DATAPA, 09c53500, 00000002)
Zill O'll ~infinite plus~ v1.16.6 2023-11-06 sceIoChstat: change attr to 0000 requested
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(6,16): error X3018: invalid subscript 'pixelPos' / code: struct PS_IN { float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 v = In.v_color0 ; float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = p * t; float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(10,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 t = tex2D(tex, In.v_texcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = p * t; float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(10,16): error X3018: invalid subscript 'pixelPos' / code: float4 u_alphacolorref : register(c1); float4 u_alphacolormask : register(c2); float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); } struct PS_IN { float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 v = In.v_color0 ; if (roundAndScaleTo255f(v.a) < u_alphacolorref.a) clip(-1); float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (floor((z * 262140.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 262140.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = p * t; float z = In.pixelPos.z; z = (floor((z * 262140.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 262140.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(10,16): error X3018: invalid subscript 'pixelPos' / code: float4 u_alphacolorref : register(c1); float4 u_alphacolormask : register(c2); float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); } struct PS_IN { float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 v = In.v_color0 ; if (roundAndScaleTo255f(v.a) < u_alphacolorref.a) clip(-1); float z = In.pixelPos.z; z = (floor((z * 262140.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 262140.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(10,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 t = tex2D(tex, In.v_texcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (floor((z * 262140.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 262140.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (floor((z * 262140.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 262140.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = p * t; float z = In.pixelPos.z; z = (floor((z * 262140.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 262140.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-29 D3D error in shader compilation: info: C:\Windows\system32\memory(10,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 t = tex2D(tex, In.v_texcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-29 D3D error in shader compilation: info: C:\Windows\system32\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-29 D3D error in shader compilation: info: C:\Windows\system32\memory(10,16): error X3018: invalid subscript 'pixelPos' / code: float4 u_alphacolorref : register(c1); float4 u_alphacolormask : register(c2); float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); } struct PS_IN { float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 v = In.v_color0 ; if (roundAndScaleTo255f(v.a) < u_alphacolorref.a) clip(-1); float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-25 D3D error in shader compilation: info: C:\Windows\system32\memory(14,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_alphacolorref : register(c1); float4 u_alphacolormask : register(c2); float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); } struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 t = tex2D(tex, In.v_texcoord.xy).bgra; float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); if (roundAndScaleTo255f(v.a) < u_alphacolorref.a) clip(-1); float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-25 D3D error in shader compilation: info: C:\Windows\system32\memory(6,16): error X3018: invalid subscript 'pixelPos' / code: struct PS_IN { float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 v = In.v_color0 ; float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-25 D3D error in shader compilation: info: C:\Windows\system32\memory(10,16): error X3018: invalid subscript 'pixelPos' / code: float4 u_alphacolorref : register(c1); float4 u_alphacolormask : register(c2); float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); } struct PS_IN { float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 v = In.v_color0 ; if (roundAndScaleTo255f(v.a) < u_alphacolorref.a) clip(-1); float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-25 D3D error in shader compilation: info: C:\Windows\system32\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(clamp(In.v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(In.v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-25 D3D error in shader compilation: info: C:\Windows\system32\memory(10,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 t = tex2D(tex, In.v_texcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-25 D3D error in shader compilation: info: C:\Windows\system32\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-25 D3D error in shader compilation: info: C:\Windows\system32\memory(6,16): error X3018: invalid subscript 'pixelPos' / code: struct PS_IN { float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 v = In.v_color0 ; float z = In.pixelPos.z; z = (1.0/65535.0) * floor(z * 65535.0); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-23 D3D error in shader compilation: info: D:\5funGameHall\memory(12,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_texclamp : register(c8); struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float2 fixedcoord = float2(fmod(In.v_texcoord.x, u_texclamp.x), fmod(In.v_texcoord.y, u_texclamp.y)); float4 t = tex2D(tex, fixedcoord.xy); float4 p = In.v_color0; float4 v = p * t; float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(14,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_alphacolorref : register(c1); float4 u_alphacolormask : register(c2); float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); } struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 t = tex2D(tex, In.v_texcoord.xy).bgra; float4 p = In.v_color0; float4 v = p * t; clip(v.a - 0.002); float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-08-23 D3D error in shader compilation: info: D:\5funGameHall\memory(14,16): error X3018: invalid subscript 'pixelPos' / code: sampler tex : register(s0); float4 u_alphacolorref : register(c1); float4 u_alphacolormask : register(c2); float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); } struct PS_IN { float3 v_texcoord: TEXCOORD0; float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 t = tex2D(tex, In.v_texcoord.xy).bgra; float4 p = In.v_color0; float4 v = float4(t.rgb * p.rgb, p.a); clip(v.a - 0.002); float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-04 D3D error in shader compilation: info: D:\5funGameHall\memory(10,16): error X3018: invalid subscript 'pixelPos' / code: float4 u_alphacolorref : register(c1); float4 u_alphacolormask : register(c2); float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); } struct PS_IN { float4 v_color0: COLOR0; }; float4 main( PS_IN In ) : COLOR { float4 v = In.v_color0 ; if (roundAndScaleTo255f(v.a) < u_alphacolorref.a) clip(-1); float z = In.pixelPos.z; z = (floor((z * 16776960.000000) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / 16776960.000000); outfragment.depth = z; return v; }
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2021-09-21 fbo_blit_color failed in blit (001e6000 -> 001e6000)
Zill O'll ~infinite plus~ v1.11.2 2021-04-17 Unknown GetPointer 00000000 PC 08962e2c LR 08962e3c
Zill O'll ~infinite plus~ v1.16.6 2023-11-06 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJM05410INST/PARAM.SFO, 09f95830, 00000002)
Zill O'll ~infinite plus~ v1.16.6 2023-11-06 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJM05410INST/DATAPA, 09f95d10, 00000002)
Zill O'll ~infinite plus~ v1.16.6 2023-11-06 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJM05410INST/PARAM.SFO, 09f95cd0, 00000002)
Zill O'll ~infinite plus~ v1.8.0 2020-10-06 An uneaten prefix at end of block: 08a1defc
Zill O'll ~infinite plus~ v1.6.3-492-g9fddfff66 2020-03-09 GL ran out of GPU memory; switching to low memory mode
Zill O'll ~infinite plus~ v1.6.3-492-g9fddfff66 2020-01-29 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
Zill O'll ~infinite plus~ v1.6.3-492-g9fddfff66 2020-01-29 BREAK instruction hit
Zill O'll ~infinite plus~ v1.9.4 2020-04-21 00000000=sceUtilityScreenshotInitStart(09fc5ca0)
Zill O'll ~infinite plus~ v0.9.9.1-824-g76469de 2015-02-21 Ignoring possible render to texture at 001e6000 +0x63 / 254x126
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2024-04-18 Loading module scePsmf_library with version 0101, devkit 03090510
Zill O'll ~infinite plus~ v1.4.2-425-g7a7ccee5e 2024-04-18 Loading module scePsmfP_library with version 0101, devkit 03090510