Recent logs - はじめの一歩 PORTABLE VICTORIOUS SPIRITS

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Game title Version Latest Report Message
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.4 2023-06-01 sceDmacMemcpy(dest=041fad80, src=09534230, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.4 2023-06-01 sceDmacMemcpy(dest=096418c0, src=0963f8c0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.4 2023-05-31 sceDmacMemcpy(dest=09739a30, src=09735a30, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.4 2023-05-31 sceDmacMemcpy(dest=096a7f90, src=096a5f90, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-27 sceDmacMemcpy(dest=0416ea00, src=0944a730, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.4 2023-05-26 Savedata version requested: 3
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.2 2023-05-23 sceDmacMemcpy(dest=095b7940, src=095a7940, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-22 sceDmacMemcpy(dest=041fc900, src=0953d270, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-22 sceDmacMemcpy(dest=041f9880, src=0949f570, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-21 sceDmacMemcpy(dest=040cc000, src=090992b0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2023-05-21 sceDmacMemcpy(dest=096cd570, src=096c9570, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.2 2023-05-20 Render to area containing texture at 040c4000 +0x12
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-17 BREAK instruction hit
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-15 sceDmacMemcpy(dest=095db3d0, src=095cb3d0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-15 sceDmacMemcpy(dest=040cc000, src=090c3d40, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4-284-g473da82e8 2023-05-15 sceDmacMemcpy(dest=09681bd0, src=09671bd0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-14 sceDmacMemcpy(dest=0959f730, src=0959d730, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15 2023-05-14 sceDmacMemcpy(dest=09793b80, src=09792b80, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2023-05-14 sceDmacMemcpy(dest=097d63f0, src=097d43f0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-24 sceDmacMemcpy(dest=040cc000, src=090391e0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-13 sceDmacMemcpy(dest=096f62e0, src=096f22e0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4-244-g40abcdb68 2023-05-13 sceDmacMemcpy(dest=096ed7b0, src=096ec7b0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4-284-g473da82e8 2023-05-13 sceDmacMemcpy(dest=097a6ad0, src=097a2ad0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-05-12 sceDmacMemcpy(dest=040dc500, src=0905ac60, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15 2023-05-11 sceDmacMemcpy(dest=0974f7e0, src=0974e7e0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.1 2023-05-08 sceDmacMemcpy(dest=0968df10, src=0968bf10, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.2 2023-05-08 sceDmacMemcpy(dest=09779cf0, src=09775cf0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.1 2023-05-08 sceDmacMemcpy(dest=09677d40, src=09675d40, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3-80-g73bf6098e 2023-05-05 __KernelStopThread: thread 355 does not exist
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3-80-g73bf6098e 2023-05-05 __KernelStopThread: thread 2030 does not exist
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3-80-g73bf6098e 2023-05-05 __KernelStopThread: thread 2354 does not exist
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3-80-g73bf6098e 2023-05-05 __KernelStopThread: thread 721 does not exist
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3-80-g73bf6098e 2023-05-05 __KernelStopThread: thread 756 does not exist
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-05-05 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-05-05 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2023-05-01 sceDmacMemcpy(dest=0967ee10, src=0966ee10, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-05-01 sceDmacMemcpy(dest=096e8b20, src=096e7b20, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.1 2023-04-29 sceDmacMemcpy(dest=097a48b0, src=097a28b0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-05-21 sceDmacMemcpy(dest=09693570, src=0968f570, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.1 2023-04-28 sceDmacMemcpy(dest=040cc000, src=0906d830, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-04-13 sceDmacMemcpy(dest=097389d0, src=097369d0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-04-10 sceDmacMemcpy(dest=040cc000, src=0919f450, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-04-08 sceDmacMemcpy(dest=040dc500, src=08f5f8f0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-04-08 sceDmacMemcpy(dest=095b7a80, src=095a7a80, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-04-07 sceDmacMemcpy(dest=041eef80, src=096ecb50, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2023-04-06 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\[email protected](140,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightatt0 : register(c32); vec3 u_lightdir0 : register(c28); vec4 u_lightangle_spotCoef0 : register(c36); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightatt3 : register(c35); vec3 u_lightdir3 : register(c31); vec4 u_lightangle_spotCoef3 : register(c39); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightan
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.2 2023-04-05 sceDmacMemcpy(dest=095fdd30, src=095edd30, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-28 sceGeBreak(mode=1, unknown=09ffd570): unknown ptr (valid)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.2 2023-03-27 sceDmacMemcpy(dest=097221d0, src=097201d0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-27 sceDmacMemcpy(dest=0410c500, src=091527e0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-23 sceDmacMemcpy(dest=096b8e40, src=096b6e40, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2023-05-14 sceDmacMemcpy(dest=09770610, src=0976e610, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.2 2023-03-18 Using texture with dynamic CLUT: texfmt=5, clutfmt=3
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2023-03-18 sceDmacMemcpy(dest=0976cb10, src=09768b10, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2023-03-17 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\[email protected](140,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightatt0 : register(c32); vec3 u_lightdir0 : register(c28); vec4 u_lightangle_spotCoef0 : register(c36); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightatt3 : register(c35); vec3 u_lightdir3 : register(c31); vec4 u_lightangle_spotCoef3 : register(c39); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightan
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-05-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.2 2023-03-11 sceDmacMemcpy(dest=096fbd50, src=096f7d50, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.2 2023-03-11 sceDmacMemcpy(dest=04105400, src=0904dae0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.2 2023-03-10 sceDmacMemcpy(dest=096ac240, src=096a8240, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-10 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-10 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-10 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-10 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-10 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-10 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-10 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-10 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-08 sceKernelRegisterSubIntrHandler(30, 1, 08893958, 00000000): duplicate handler
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-07 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-07 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-07 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2023-04-13 sceDmacMemcpy(dest=096704b0, src=096604b0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2023-03-06 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\[email protected](140,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightatt0 : register(c32); vec3 u_lightdir0 : register(c28); vec4 u_lightangle_spotCoef0 : register(c36); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightatt3 : register(c35); vec3 u_lightdir3 : register(c31); vec4 u_lightangle_spotCoef3 : register(c39); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightan
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2023-03-06 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\[email protected](140,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightatt0 : register(c32); vec3 u_lightdir0 : register(c28); vec4 u_lightangle_spotCoef0 : register(c36); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightatt3 : register(c35); vec3 u_lightdir3 : register(c31); vec4 u_lightangle_spotCoef3 : register(c39); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightan
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2023-03-05 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\[email protected](140,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightatt0 : register(c32); vec3 u_lightdir0 : register(c28); vec4 u_lightangle_spotCoef0 : register(c36); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightatt3 : register(c35); vec3 u_lightdir3 : register(c31); vec4 u_lightangle_spotCoef3 : register(c39); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightan
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2023-03-05 sceDmacMemcpy(dest=09692510, src=09691510, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-02-25 sceDmacMemcpy(dest=095b09a0, src=095a09a0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2023-02-24 sceDmacMemcpy(dest=0967c110, src=09678110, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2023-02-23 D3D error in shader compilation: info: C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](122,12-71): error X4505: maximum temp register index exceeded C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](144,16-57): error X4505: maximum temp register index exceeded C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](144,12-71): error X4505: maximum temp register index exceeded / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightdir0 : register(c28); float4 u_lightangle_spotCoef0 : register(c36); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightspecular0 : register(c44); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightdir1 : register(c29); float4 u_lightangle_spotCoef1 : register(c37); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightspecular1 : register(c45); float3 u_lightpos2 : register(c26); float3 u_lightatt2 : register(c34); float3 u_lightdir2 : register(c30); float4 u_lightangle_spotCoef2 : register(c38); float3 u_lightambient2 : register(c50); float3 u_lightdiffuse2 : register(c42); float3 u_lightspecular2 : register(c46); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightdir3 : register(c31); float4 u_lightangle_spotCoef3 : register(c39); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float3 u_lightspecular3 : register(c47); float4 u_ambient : register(c19); float3 u_matdiffuse : register(c21); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0); float3 lightSum1 = 0; float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(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 * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2023-02-23 D3D error in shader compilation: info: C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](158,27): error X5615: Compiled shader code uses too many instruction slots (257). Max. allowed by the target (vs_2_0) is 256. / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float2 u_fogcoef : register(c18); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightdir0 : register(c28); float4 u_lightangle_spotCoef0 : register(c36); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightspecular0 : register(c44); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightdir1 : register(c29); float4 u_lightangle_spotCoef1 : register(c37); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightspecular1 : register(c45); float3 u_lightpos2 : register(c26); float3 u_lightatt2 : register(c34); float3 u_lightdir2 : register(c30); float4 u_lightangle_spotCoef2 : register(c38); float3 u_lightambient2 : register(c50); float3 u_lightdiffuse2 : register(c42); float3 u_lightspecular2 : register(c46); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightdir3 : register(c31); float4 u_lightangle_spotCoef3 : register(c39); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float3 u_lightspecular3 : register(c47); float4 u_ambient : register(c19); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0); float3 lightSum1 = 0; float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse0 * In.color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(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 * lightScale; } lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * In.color0.rgb) * max(ldot, 0.0); if (ldot >= 0.
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2023-02-23 D3D error in shader compilation: info: C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](122,12-71): error X4505: maximum temp register index exceeded C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](144,16-57): error X4505: maximum temp register index exceeded C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](144,12-71): error X4505: maximum temp register index exceeded / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightdir0 : register(c28); float4 u_lightangle_spotCoef0 : register(c36); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightspecular0 : register(c44); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightdir1 : register(c29); float4 u_lightangle_spotCoef1 : register(c37); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightspecular1 : register(c45); float3 u_lightpos2 : register(c26); float3 u_lightatt2 : register(c34); float3 u_lightdir2 : register(c30); float4 u_lightangle_spotCoef2 : register(c38); float3 u_lightambient2 : register(c50); float3 u_lightdiffuse2 : register(c42); float3 u_lightspecular2 : register(c46); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightdir3 : register(c31); float4 u_lightangle_spotCoef3 : register(c39); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float3 u_lightspecular3 : register(c47); float4 u_ambient : register(c19); float3 u_matdiffuse : register(c21); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0); float3 lightSum1 = 0; float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(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 * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2023-02-23 D3D error in shader compilation: info: C:\Users\Smith\OneDrive\Desktop\Carpeta de Juegos\ppsspp-1-10-3\[email protected](158,27): error X5615: Compiled shader code uses too many instruction slots (257). Max. allowed by the target (vs_2_0) is 256. / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float2 u_fogcoef : register(c18); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightdir0 : register(c28); float4 u_lightangle_spotCoef0 : register(c36); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightspecular0 : register(c44); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightdir1 : register(c29); float4 u_lightangle_spotCoef1 : register(c37); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightspecular1 : register(c45); float3 u_lightpos2 : register(c26); float3 u_lightatt2 : register(c34); float3 u_lightdir2 : register(c30); float4 u_lightangle_spotCoef2 : register(c38); float3 u_lightambient2 : register(c50); float3 u_lightdiffuse2 : register(c42); float3 u_lightspecular2 : register(c46); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightdir3 : register(c31); float4 u_lightangle_spotCoef3 : register(c39); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float3 u_lightspecular3 : register(c47); float4 u_ambient : register(c19); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0); float3 lightSum1 = 0; float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse0 * In.color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(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 * lightScale; } lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * In.color0.rgb) * max(ldot, 0.0); if (ldot >= 0.
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2023-02-21 sceDmacMemcpy(dest=096e00c0, src=096dc0c0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2023-02-20 sceDmacMemcpy(dest=096f5f40, src=096f3f40, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2023-04-28 sceDmacMemcpy(dest=095f1150, src=095ed150, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-02-15 sceDmacMemcpy(dest=0969a660, src=09698660, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.2 2023-02-14 sceDmacMemcpy(dest=095ec5e0, src=095ea5e0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-02-10 sceDmacMemcpy(dest=096c9980, src=096c7980, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2023-02-10 sceDmacMemcpy(dest=096d5150, src=096d1150, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2023-02-10 sceDmacMemcpy(dest=097cb940, src=097c9940, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2023-02-09 sceDmacMemcpy(dest=096820c0, src=0967e0c0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.2 2023-02-08 sceDmacMemcpy(dest=09683ea0, src=09673ea0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-02-03 sceDmacMemcpy(dest=09704280, src=09702280, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.2 2023-02-02 sceDmacMemcpy(dest=040cc000, src=090770d0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2023-01-22 sceDmacMemcpy(dest=0964f200, src=0964b200, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.1 2022-12-28 D3D error in shader compilation: info: C:\Users\agusss\Desktop\ppsspp_win\[email protected](142,16-55): error X4505: maximum temp register index exceeded C:\Users\agusss\Desktop\ppsspp_win\[email protected](142,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat2 float2x2 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightatt0 : register(c32); vec3 u_lightdir0 : register(c28); vec4 u_lightangle_spotCoef0 : register(c36); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightatt3 : register(c35); vec3 u_lightdir3 : register(c31); vec4 u_lightangle_spotCoef3 : register(c39); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_depthRange : register(c52); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.2 2022-12-25 sceDmacMemcpy(dest=095e81a0, src=095e61a0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15 2023-05-16 sceDmacMemcpy(dest=0968a2e0, src=096882e0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2023-05-21 sceDmacMemcpy(dest=095b7880, src=095a7880, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.2 2022-12-19 Jump to invalid address: 0202ff90