Recent logs - 遊☆戯☆王 5D's タッグフォース6

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Game title Version Latest Report Message
遊☆戯☆王 5D's タッグフォース6 v1.16.6 2023-11-24 __KernelStopThread: thread 420 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.16.6 2023-11-04 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
遊☆戯☆王 5D's タッグフォース6 v1.16.6 2023-10-29 WriteToHardware: Invalid address 00001c55 near PC 088391ec LR 088391dc
遊☆戯☆王 5D's タッグフォース6 v1.14.4-324-geef5c51c6 2023-10-06 Failed to read valid video stream data from header
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-10-11 __KernelStopThread: thread 1538 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.16.5 2023-10-02 Unknown GetPointerWrite 2d4dc643 PC 08838870 LR 08834118
遊☆戯☆王 5D's タッグフォース6 v1.12.3 2023-10-01 Decoding texture from VRAM mirror at 043f4970 swizzle=0
遊☆戯☆王 5D's タッグフォース6 v1.12.3 2023-10-01 Unknown GetPointer 00004a88 PC 08810c48 LR 08810c5c
遊☆戯☆王 5D's タッグフォース6 v1.9 2023-09-29 Trying to compile instruction 00043034 that can't be interpreted
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-08-19 __KernelStopThread: thread 1531 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-08-17 __KernelStopThread: thread 310 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-08-21 __KernelStopThread: thread 1223 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-08-10 __KernelStopThread: thread 1402 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-07-31 __KernelStopThread: thread 490 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-07-31 __KernelStopThread: thread 4190 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-07-30 __KernelStopThread: thread 340 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.14.2 2023-07-16 WriteToHardware: Invalid address 00001c55 near PC 08806174 LR 08810f4c
遊☆戯☆王 5D's タッグフォース6 v1.14.2 2023-07-16 WriteToHardware: Invalid address 00001ec4 near PC 08806174 LR 08810f4c
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-07-18 __KernelStopThread: thread 2548 does not exist (helper deleted)
遊☆戯☆王 5D's タッグフォース6 v1.9.0 2023-06-22 Unknown GetPointer 0a7ff370 PC 08838870 LR 08834118
遊☆戯☆王 5D's タッグフォース6 v1.14.4 2023-06-17 Replacement rowPitch=64, but w=256 (level=0)
遊☆戯☆王 5D's タッグフォース6 v1.12.3 2023-06-03 __KernelStopThread: thread 614 does not exist
遊☆戯☆王 5D's タッグフォース6 v1.12.3 2023-06-02 __KernelStopThread: thread 608 does not exist
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 2023-06-07 Replacement rowPitch=1024, but w=4096 (level=0)
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2023-10-19 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: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:66: 'function_call_constructor@uint_uint@39' : used without being initialised WARNING: 0:92: 'function_call_constructor@float_float@119' : used without being initialised WARNING: 0:97: 'function_call_constructor@vec3_vec3@123' : 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: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:63: 'function_call_constructor@uint_uint@39' : used without being initialised WARNING: 0:89: 'function_call_constructor@float_float@119' : used without being initialised WARNING: 0:94: 'function_call_constructor@vec3_vec3@123' : 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: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:93: 'function_call_constructor@float_float@113' : used without being initialised WARNING: 0:98: 'function_call_constructor@vec3_vec3@117' : 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 v1.16.5 2023-11-05 __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 2023-06-18 Replacement rowPitch=256, but w=1024 (level=0)
遊☆戯☆王 5D's タッグフォース6 v1.14.4 2023-06-17 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 v1.15.4 2023-07-30 __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 v1.16.6 2023-11-13 __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 v1.16.1 2023-09-16 __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 v1.15.4 2023-11-01 __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 v1.16.6 2023-11-28 __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 v1.16.6-222-g1e6142d99 2023-12-09 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: 'function_call_constructor@vec4_vec4@12' : 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