Recent logs - ウルトラマン Fighting Evolution 0

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Game title Version Latest Report Message
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-20 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00001d83:00017000 ReplaceBlend_3A:6_B:7_Eq:0 AlphaTest0 != #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; gl_FragColor = v; } vs: 00000000:00000108 HWX C (failed) #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-20 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:19017022 Tex TexAlpha StenToAlpha StenIncr8 TFuncMod AlphaTest0 != #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; gl_FragColor = vec4(v.rgb, 0.003922); } vs: 01f01111:00000b10 HWX T N Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 (failed) #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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * 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); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-20 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:19017022 Tex TexAlpha StenToAlpha StenIncr8 TFuncMod AlphaTest0 != #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; gl_FragColor = vec4(v.rgb, 0.003922); } vs: 01700111:00000b10 HWX T N Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 (failed) #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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * 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); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-20 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00002982:00017000 ReplaceBlend_2A:6_B:10_Eq:0 AlphaTest0 != #version 100 precision lowp float; uniform vec3 u_blendFixB; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; v.rgb = v.rgb * vec3(v.a * 2.0); gl_FragColor = v; } vs: 00000000:00000108 HWX C (failed) #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-20 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:19017022 Tex TexAlpha StenToAlpha StenIncr8 TFuncMod AlphaTest0 != #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; gl_FragColor = vec4(v.rgb, 0.003922); } vs: 00000000:00000910 HWX T Tex (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-20 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:19017022 Tex TexAlpha StenToAlpha StenIncr8 TFuncMod AlphaTest0 != #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; gl_FragColor = vec4(v.rgb, 0.003922); } vs: 00000000:00000918 HWX C T Tex (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-16 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:19017022 Tex TexAlpha StenToAlpha StenIncr8 TFuncMod AlphaTest0 != #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; gl_FragColor = vec4(v.rgb, 0.003922); } vs: 01b01011:00000b10 HWX T N Tex Light: 0: c:1 t:0 1: c:1 t:0 3: c:1 t:0 (failed) #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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * 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); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-16 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:19017022 Tex TexAlpha StenToAlpha StenIncr8 TFuncMod AlphaTest0 != #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; gl_FragColor = vec4(v.rgb, 0.003922); } vs: 01300011:00000b10 HWX T N Tex Light: 0: c:1 t:0 1: c:1 t:0 (failed) #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 lowp vec3 u_lightspecular1; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * 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); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-11 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00002982:00017000 ReplaceBlend_2A:6_B:10_Eq:0 AlphaTest0 != #version 100 precision lowp float; uniform vec3 u_blendFixB; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; v.rgb = v.rgb * vec3(v.a * 2.0); gl_FragColor = v; } vs: 00000000:00000008 C (failed) #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-10 Error in shader program link: info: (unknown reason) fs: 00002982:00000022 Tex TexAlpha ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; 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 * vec3(v.a * 2.0); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-08 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00002982:00000022 Tex TexAlpha ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * vec3(v.a * 2.0); gl_FragColor = v; } vs: 00000000:0000001a THR C Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-312-g31646d6c8 2019-07-07 Error in shader program link: info: (unknown reason) fs: 00002982:00000022 Tex TexAlpha ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; in 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; v.rgb = v.rgb * vec3(v.a * 2.0); fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-07 WriteToHardware: Invalid address 00002e25 near PC 088be634 LR 088be354
ウルトラマン Fighting Evolution 0 v1.6.3-312-g31646d6c8 2019-07-06 Error in shader program link: info: (unknown reason) fs: 00000000:00217022 Tex TexAlpha Fog TFuncMod AlphaTest0 != #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; 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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f01111:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 300 es precision highp float; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); gl_Position = 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * 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; }
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-05 WriteToHardware: Invalid address 00002e5f near PC 088d8144 LR 088d80c4
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-07 WriteToHardware: Invalid address 00002e25 near PC 088be3e8 LR 088be164
ウルトラマン Fighting Evolution 0 v1.6.3-312-g31646d6c8 2019-06-30 Failed to allocate memory for ELF!
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-06-28 MIPSCompileOp: Invalid instruction 46730001
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-06-20 WriteToHardware: Invalid address 00002e57 near PC 088d8144 LR 088d80c4
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-06-20 WriteToHardware: Invalid address 00002e25 near PC 088e8938 LR 088e8938
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-06-19 Error in shader program link: info: (unknown reason) fs: 00002982:00017022 Tex TexAlpha ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod AlphaTest0 != #version 300 es precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; uniform sampler2D testtex; in 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; v.rgb = v.rgb * vec3(v.a * 2.0); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.6.3-312-g31646d6c8 2019-06-18 Error in shader program link: info: L0001 Vertex attribute symbols are corrupt fs: 00002982:00017022 Tex TexAlpha ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod AlphaTest0 != #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * vec3(v.a * 2.0); gl_FragColor = v; } vs: 00000000:0000001a THR C Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
ウルトラマン Fighting Evolution 0 v1.8.0 2019-06-14 Unknown GetPointer 003f4864 PC 00000000 LR 00000000
ウルトラマン Fighting Evolution 0 v1.6.3-312-g31646d6c8 2019-06-10 Error in shader program link: info: (unknown reason) fs: 00000000:00000001 Clear (failed) #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; } vs: 00000000:0000000a THR C (failed) #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
ウルトラマン Fighting Evolution 0 v1.6.3-312-g31646d6c8 2019-06-10 Error in shader compilation: info: (unknown reason) 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
ウルトラマン Fighting Evolution 0 v1.8.0 2019-06-05 Decoding texture from VRAM mirror at 042cc000 swizzle=0
ウルトラマン Fighting Evolution 0 v1.8.0 2019-06-05 scePowerSetBusClockFrequency(111)
ウルトラマン Fighting Evolution 0 v1.8.0 2019-06-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
ウルトラマン Fighting Evolution 0 v1.8.0 2019-06-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-06-04 BJUMP to illegal address 0ec1000c - ignoring! data=90000c
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-06-04 Unknown GE command : b68637bd
ウルトラマン Fighting Evolution 0 v1.8.0 2019-05-27 80630006=sceAtracSetDataAndGetID(09840960, 000b0f54): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.8.0 2019-05-24 80630006=sceAtracSetDataAndGetID(0983e1a0, 000b0f54): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.8.0 2019-05-23 80630006=sceAtracSetDataAndGetID(097789a0, 000b0f54): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.8.0 2019-05-23 80630006=sceAtracSetDataAndGetID(096d69a0, 000ad24c): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.8.0 2019-05-22 Unknown GE command : fee38e00
ウルトラマン Fighting Evolution 0 v1.7.5-534-gaba375e2f 2019-05-19 Unknown GetPointer 00000000 PC 08902638 LR 08900ae8
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-05-18 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00001d83:00000000 ReplaceBlend_3A:6_B:7_Eq:0 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; gl_FragColor = v; } vs: 00000000:00000108 HWX C (failed) #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ウルトラマン Fighting Evolution 0 v1.4.2-425-g7a7ccee5e 2019-04-28 Wrong magic number 0b53e428
ウルトラマン Fighting Evolution 0 v1.4.2-425-g7a7ccee5e 2019-04-28 Wrong magic number 0b4b3cc0
ウルトラマン Fighting Evolution 0 v1.4.2-425-g7a7ccee5e 2019-04-28 Wrong magic number 0b454118
ウルトラマン Fighting Evolution 0 v1.4.2-425-g7a7ccee5e 2019-04-28 Wrong magic number 0b41b628
ウルトラマン Fighting Evolution 0 v1.4.2-425-g7a7ccee5e 2019-04-28 Wrong magic number 0b4a2c20
ウルトラマン Fighting Evolution 0 v1.4.2-425-g7a7ccee5e 2019-04-28 Wrong magic number 016500c4
ウルトラマン Fighting Evolution 0 v1.8.0 2019-04-24 WriteToHardware: Invalid address 00002e25 near PC 0890c2b0 LR 089118a8
ウルトラマン Fighting Evolution 0 v1.8.0 2019-04-23 80630006=sceAtracSetDataAndGetID(096b19a0, 00130784): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.8.0 2019-04-23 80630006=sceAtracSetDataAndGetID(097629a0, 000d2ecc): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.8.0 2019-04-22 80630006=sceAtracSetDataAndGetID(0976e9a0, 000ad24c): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-04-21 WriteToHardware: Invalid address 00015198 near PC 088deb8c LR 088deb8c
ウルトラマン Fighting Evolution 0 v1.8.0 2019-04-20 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
ウルトラマン Fighting Evolution 0 v1.8.0 2019-04-20 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
ウルトラマン Fighting Evolution 0 v1.8.0 2019-04-20 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
ウルトラマン Fighting Evolution 0 v1.8.0 2019-07-09 Unknown GetPointer 00000000 PC 088fb6d0 LR 088fb6d0
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-07-10 WriteToHardware: Invalid address 00000030 near PC 08000000 LR 08000000
ウルトラマン Fighting Evolution 0 v1.8.0 2019-07-13 Unknown GetPointer 00000000 PC 08804128 LR 08000030
ウルトラマン Fighting Evolution 0 v1.8.0 2019-07-16 Unknown GetPointer 00000000 PC 08000000 LR 08000000
ウルトラマン Fighting Evolution 0 v1.7.4 2019-03-29 WriteToHardware: Invalid address 00002e57 near PC 0887a95c LR 088772b4
ウルトラマン Fighting Evolution 0 v1.8.0 2019-03-24 WriteToHardware: Invalid address 00002e25 near PC 08804980 LR 08804980
ウルトラマン Fighting Evolution 0 v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(097178e0, 00130784): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0967a0e0, 00098fb4): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.8.0 2019-03-20 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
ウルトラマン Fighting Evolution 0 v1.8.0 2019-03-20 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
ウルトラマン Fighting Evolution 0 v1.8.0 2019-03-20 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
ウルトラマン Fighting Evolution 0 v1.8.0 2019-03-20 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
ウルトラマン Fighting Evolution 0 v1.8.0 2019-06-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
ウルトラマン Fighting Evolution 0 v1.8.0 2019-07-21 Unknown GetPointer 00000000 PC 088df3fc LR 088df3fc
ウルトラマン Fighting Evolution 0 v1.7.5 2019-03-12 Bad bounding box data: 051025
ウルトラマン Fighting Evolution 0 v1.7.5 2019-03-12 Texture with unexpected bufw (full=46815)
ウルトラマン Fighting Evolution 0 v1.7.5 2019-03-12 Unknown GE command : 352a5365
ウルトラマン Fighting Evolution 0 v1.4-56-gb1a530b 2019-03-05 WriteToHardware: Invalid address 00001471 near PC 08000000 LR 08000000
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-20 ReadFromHardware: Invalid address 9f3855d5 near PC 9f3855d5 LR 9f3855d5
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-20 ReadFromHardware: Invalid address 93774e65 near PC 93774e65 LR 93774e65
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-19 ReadFromHardware: Invalid address 9c0b2436 near PC 9c0b2436 LR 9c0b2436
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-19 ReadFromHardware: Invalid address a5d6461c near PC a5d6461c LR a5d6461c
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-19 ReadFromHardware: Invalid address a0b54e67 near PC a0b54e67 LR a0b54e67
ウルトラマン Fighting Evolution 0 v1.7.5 2019-02-17 80630006=sceAtracSetDataAndGetID(097f0120, 000ad24c): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.7.5 2019-02-17 80630006=sceAtracSetDataAndGetID(096b4120, 00098fb4): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.7.5 2019-02-17 80630006=sceAtracSetDataAndGetID(09809120, 000b0f54): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.7.5 2019-02-17 80630006=sceAtracSetDataAndGetID(0968f920, 00098fb4): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.7.5 2019-02-17 80630006=sceAtracSetDataAndGetID(09763120, 000b0f54): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-16 ReadFromHardware: Invalid address a72bbb0a near PC a72bbb0a LR a72bbb0a
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-13 ReadFromHardware: Invalid address 9276d8a0 near PC 9276d8a0 LR 9276d8a0
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-12 ReadFromHardware: Invalid address 9fc44d0a near PC 9fc44d0a LR 9fc44d0a
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-19 Unknown GetPointer 05193462 PC 088e7aa8 LR 088e7acc
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-09 ReadFromHardware: Invalid address 91f44a7c near PC 91f44a7c LR 91f44a7c
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-09 ReadFromHardware: Invalid address 5f59269c near PC 5f59269c LR 5f59269c
ウルトラマン Fighting Evolution 0 v1.6.3 2019-02-08 WriteToHardware: Invalid address 00002e57 near PC 08900b54 LR 08900b34
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-02-08 WriteToHardware: Invalid address 00000007 near PC 08000000 LR 08000000
ウルトラマン Fighting Evolution 0 v1.4-2-g648bc5d 2019-02-07 ReadFromHardware: Invalid address 5aeaa790 near PC 5aeaa790 LR 5aeaa790
ウルトラマン Fighting Evolution 0 v1.7.5 2019-01-31 80630006=sceAtracSetDataAndGetID(098151a0, 000d2ecc): invalid RIFF header
ウルトラマン Fighting Evolution 0 v1.4.2-199-g3249d81 2019-01-28 WriteToHardware: Invalid address 00002e25 near PC 088fed74 LR 088fd64c
ウルトラマン Fighting Evolution 0 v1.6.3-492-g9fddfff66 2019-01-19 ReadFromHardware: Invalid address 80400087 near PC 80400087 LR 0889cbc8
ウルトラマン Fighting Evolution 0 v1.4-56-gb1a530b 2019-01-17 Wrong magic number b7bceb78
ウルトラマン Fighting Evolution 0 v1.4-56-gb1a530b 2019-01-17 Wrong magic number 00000040
ウルトラマン Fighting Evolution 0 v1.4-56-gb1a530b 2019-01-17 Wrong magic number 2079614d
ウルトラマン Fighting Evolution 0 v1.4-56-gb1a530b 2019-01-17 Wrong magic number b7bcea88
ウルトラマン Fighting Evolution 0 v1.4-56-gb1a530b 2019-01-17 Wrong magic number 0000337e
ウルトラマン Fighting Evolution 0 v1.4-56-gb1a530b 2019-01-17 Wrong magic number b7c125f0
ウルトラマン Fighting Evolution 0 v1.4-56-gb1a530b 2019-01-17 Wrong magic number 0000324c
ウルトラマン Fighting Evolution 0 v1.4-56-gb1a530b 2019-01-17 Wrong magic number b7834c50