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Game title |
Version |
Latest Report |
Message |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-05-27 |
__KernelStopThread: thread 4284 does not exist |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-05-22 |
__KernelStopThread: thread 591 does not exist |
遊☆戯☆王 5D's タッグフォース6 |
v1.15.3 |
2023-05-20 |
__KernelStopThread: thread 1404 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-05-18 |
__KernelStopThread: thread 4334 does not exist |
遊☆戯☆王 5D's タッグフォース6 |
v1.15.2 |
2023-05-14 |
__KernelStopThread: thread 4192 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-05-08 |
00000800=sceGeEdramSetAddrTranslation(00000800) |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-05-02 |
__KernelStopThread: thread 800 does not exist |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-04-29 |
__KernelStopThread: thread 1936 does not exist |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-04-27 |
Unknown GetPointer 00000000 PC 0885d154 LR 0885d764 |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-04-27 |
Unknown GetPointerWrite 00000000 PC 0885d154 LR 0885d764 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-05-22 |
__KernelStopThread: thread 1588 does not exist |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-04-19 |
WriteToHardware: Invalid address 00001ec4 near PC 08807fac LR 08807f24 |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-04-19 |
WriteToHardware: Invalid address ffff9991 near PC 08807fac LR 08807f24 |
遊☆戯☆王 5D's タッグフォース6 |
v1.9.0 |
2023-04-16 |
Unknown GetPointer 00000000 PC 0885da1c LR 0885d764 |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-04-13 |
Replacement rowPitch=1024, but w=4096 (level=0) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-04-13 |
Branch in branch delay slot at 08e8c0f0 with different target |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-04-13 |
__KernelStopThread: thread 460 does not exist |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-25 |
Error in shader compilation: info: Compile failed.
WARNING: 0:62: '[email protected][email protected]' : used without being initialised
WARNING: 0:66: '[email protected][email protected]' : used without being initialised
WARNING: 0:92: '[email protected][email protected]' : used without being initialised
WARNING: 0:97: '[email protected][email protected]' : used without being initialised
WARNING: 4 compilation warnings.
01000000:80000938 HWX C T Tex Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distanc |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-25 |
Error in shader compilation: info: Compile failed.
WARNING: 0:59: '[email protected][email protected]' : used without being initialised
WARNING: 0:63: '[email protected][email protected]' : used without being initialised
WARNING: 0:89: '[email protected][email protected]' : used without being initialised
WARNING: 0:94: '[email protected][email protected]' : used without being initialised
WARNING: 4 compilation warnings.
01000000:80000128 HWX C Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000128 HWX C Light: LightUberShader Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangl |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-25 |
Error in shader compilation: info: Compile failed.
WARNING: 0:63: '[email protected][email protected]' : used without being initialised
WARNING: 0:93: '[email protected][email protected]' : used without being initialised
WARNING: 0:98: '[email protected][email protected]' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : p |
遊☆戯☆王 5D's タッグフォース6 |
v1.5.2 |
2023-03-23 |
Error in shader compilation: info: ERROR: 0:14: 'u_proj' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
/ code: #version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
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);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-21 |
__KernelStopThread: thread 354 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-12 |
__KernelStopThread: thread 2577 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-10 |
__KernelStopThread: thread 1936 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-04-13 |
Replacement rowPitch=256, but w=1024 (level=0) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-03-18 |
Replacement rowPitch=512, but w=2048 (level=0) |
遊☆戯☆王 5D's タッグフォース6 |
v1.13.2 |
2023-03-01 |
__KernelStopThread: thread 2566 does not exist |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-02-25 |
__KernelStopThread: thread 344 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-02-22 |
__KernelStopThread: thread 296 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-02-19 |
__KernelStopThread: thread 1240 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-02-10 |
__KernelStopThread: thread 4024 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-02-10 |
WriteToHardware: Invalid address fffefe90 near PC 0886a090 LR 0885d36c |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-02-10 |
__KernelStopThread: thread 2359 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.15.2 |
2023-05-15 |
__KernelStopThread: thread 309 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-02-08 |
WriteToHardware: Invalid address 00001c54 near PC 088391a4 LR 08840df4 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-02-08 |
WriteToHardware: Invalid address 00001ec4 near PC 088391a4 LR 08840df4 |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-31 |
__KernelStopThread: thread 312 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2023-01-31 |
80630011=sceAtracSetDataAndGetID(14c04a76, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-13 |
Unknown GetPointer c1a00000 PC 093ed1dc LR 093ed1a8 |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-13 |
Unknown GetPointerWrite c3400000 PC 093ed1dc LR 093ed1a8 |
遊☆戯☆王 5D's タッグフォース6 |
v1.15.3 |
2023-05-19 |
__KernelStopThread: thread 288 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,36-1147,270 / 967,544 |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,0-1147,37 / 967,544 |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 1163,5-538,301 / 967,544 |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,0-1147,306 / 967,544 |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.4 |
2023-02-02 |
__KernelStopThread: thread 311 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.2 |
2023-01-06 |
__KernelStopThread: thread 2614 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.2 |
2023-01-04 |
__KernelStopThread: thread 1926 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-03 |
__KernelStopThread: thread 1644 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-03 |
__KernelStopThread: thread 2494 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-03 |
__KernelStopThread: thread 1458 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-02 |
80630011=sceAtracSetDataAndGetID(8ccb6875, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-02 |
80630006=sceAtracSetDataAndGetID(08cb4b98, 9a34dab8): invalid RIFF header |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-02 |
80630011=sceAtracSetDataAndGetID(09f2fe54, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2023-01-03 |
80630006=sceAtracSetDataAndGetID(08ca2a80, 009400cc): invalid RIFF header |
遊☆戯☆王 5D's タッグフォース6 |
v1.14.1 |
2022-12-29 |
Waiting thread for 20 that was already waiting for 20 |
遊☆戯☆王 5D's タッグフォース6 |
v1.15.3 |
2023-05-26 |
__KernelStopThread: thread 287 does not exist (helper deleted) |
遊☆戯☆王 5D's タッグフォース6 |
v1.13.2 |
2022-12-01 |
WriteToHardware: Invalid address fffefe90 near PC 0885d1d8 LR 0885d19c |
遊☆戯☆王 5D's タッグフォース6 |
v1.13.2 |
2022-11-21 |
Unknown GetPointerWrite 00000000 PC 0941a698 LR 0941a6a8 |
遊☆戯☆王 5D's タッグフォース6 |
v1.15.4 |
2023-05-29 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-11-01 |
Error in shader compilation: info: Compile failed.
ERROR: 0:40: '0.0' : syntax error;
ERROR: 1 compilation errors. No code generated.
WARNING: 0:35: '[email protected][email protected]' : used without being initialised
WARNING: 1 compilation warnings.
01170001:00000b34 HWX T N Fog Tex Light: 0: c:1 t:0 MatUp:7 Cull
#version 130
// Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in 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 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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 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 = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
遊☆戯☆王 5D's タッグフォース6 |
v1.13.2 |
2022-10-20 |
Error in shader compilation: info: Compile failed.
00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 130
// Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out 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;
fragColor0 = v;
}
|
遊☆戯☆王 5D's タッグフォース6 |
v1.6.3-312-g31646d6c8 |
2022-10-17 |
Vertices without position found: (0000000e) P: s8 C: ? T: u16 (size: 4) |
遊☆戯☆王 5D's タッグフォース6 |
v1.9.0 |
2022-10-05 |
Unknown GetPointer 00000000 PC 08854d50 LR 08854d90 |
遊☆戯☆王 5D's タッグフォース6 |
v1.13.2 |
2022-10-05 |
WriteToHardware: Invalid address 00001c55 near PC 0885e474 LR 00001200 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-09-20 |
80630011=sceAtracSetDataAndGetID(47a66cb9, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-09-20 |
80630011=sceAtracSetDataAndGetID(039e13b5, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-09-20 |
80630011=sceAtracSetDataAndGetID(039e15c9, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-09-20 |
80630011=sceAtracSetDataAndGetID(09cad855, 00000028): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-09-20 |
80630006=sceAtracSetDataAndGetID(08ca7bc0, 01010101): invalid RIFF header |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-09-20 |
80630006=sceAtracSetDataAndGetID(08ca0ff0, 01010101): invalid RIFF header |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-09-20 |
80630006=sceAtracSetDataAndGetID(08c9e3c0, 01010101): invalid RIFF header |
遊☆戯☆王 5D's タッグフォース6 |
v1.13.1 |
2022-09-07 |
Branch in RSRTComp delay slot at 08858bb8 in block starting at 08858ba0 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.2 |
2022-08-22 |
WriteToHardware: Invalid address 00001c55 near PC 0885ba58 LR 0885ba58 |
遊☆戯☆王 5D's タッグフォース6 |
v1.13.1 |
2022-08-16 |
WriteToHardware: Invalid address fffefe90 near PC 0883e764 LR 0883e6fc |
遊☆戯☆王 5D's タッグフォース6 |
v1.11.1 |
2022-08-03 |
WriteToHardware: Invalid address ffff2c7c near PC 08000000 LR 08000000 |
遊☆戯☆王 5D's タッグフォース6 |
v1.8.0 |
2022-07-31 |
80630011=sceAtracSetDataAndGetID(bf3e691d, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.8.0 |
2022-07-31 |
80630011=sceAtracSetDataAndGetID(2e679562, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.15.2 |
2023-05-14 |
Unknown GetPointerWrite 00000004 PC 08eb88f0 LR 08eb8824 |
遊☆戯☆王 5D's タッグフォース6 |
v1.15.2 |
2023-05-14 |
Unknown GetPointer 00000000 PC 08eb88f0 LR 08eb8824 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3-1443-gd2a3918f5 |
2022-09-14 |
Error in shader program link: info: WARNING: Could not find vertex shader attribute 'w2' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'color1' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'w1' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'fog' to match BindAttributeLocation request.
ERROR: Input of fragment shader 'v_color1' not written by vertex shader
fs: 00000000:00000822 Tex TexAlpha LM TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Apple A13 GPU - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
// Apple A13 GPU - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-07-06 |
ReadFromHardware: Invalid address 00240020 near PC 0881e9c0 LR 0881e99c |
遊☆戯☆王 5D's タッグフォース6 |
v1.9.0 |
2022-06-17 |
Unknown GetPointer 15cc0521 PC 08838870 LR 08834118 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-06-11 |
WriteToHardware: Invalid address 0ed9f0dc near PC 0883822c LR 0883822c |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-06-11 |
ReadFromHardware: Invalid address 0ed9f0d8 near PC 088381ec LR 0883820c |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-06-10 |
WriteToHardware: Invalid address 00001c55 near PC 08812794 LR 0881273c |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-06-10 |
WriteToHardware: Invalid address 00001ec4 near PC 08812794 LR 0881273c |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-06-02 |
WriteToHardware: Invalid address fffefe90 near PC 0885ba3c LR 0885ba3c |
遊☆戯☆王 5D's タッグフォース6 |
v1.5.4-998-g08f26439c |
2022-05-29 |
80630011=sceAtracSetDataAndGetID(08c1d754, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.5.4-998-g08f26439c |
2022-05-29 |
80630011=sceAtracSetDataAndGetID(08d2aec4, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-05-23 |
ReadFromHardware: Invalid address 29da37a6 near PC 08835bb4 LR 08836d3c |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-05-23 |
ReadFromHardware: Invalid address 29da3780 near PC 08835dd0 LR 08835dd0 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-04-29 |
WriteToHardware: Invalid address 00001ec4 near PC 0884041c LR 0883a0f0 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-04-29 |
WriteToHardware: Invalid address 00001c55 near PC 0885e138 LR 0885e14c |
遊☆戯☆王 5D's タッグフォース6 |
v1.9.0 |
2022-04-14 |
Unknown GetPointer 9db029a0 PC 08838870 LR 08834118 |
遊☆戯☆王 5D's タッグフォース6 |
v1.11.3 |
2022-04-22 |
ReadFromHardware: Invalid address 2c6d4544 near PC 0883c6c4 LR 0883c0e4 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-03-28 |
sceFontGetCharGlyphImage(0, 524d, 9fe9068): bad font |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-03-20 |
WriteToHardware: Invalid address fffefe90 near PC 0885ba58 LR 0885ba58 |
遊☆戯☆王 5D's タッグフォース6 |
v1.12.3 |
2022-02-17 |
80630011=sceAtracSetDataAndGetID(c4b2a27c, 00000000): buffer too small |
遊☆戯☆王 5D's タッグフォース6 |
v1.13.2 |
2022-11-21 |
Unknown GetPointer 00000000 PC 0941a698 LR 0941a6a8 |