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 v1.13.2 2022-09-25 sceDmacMemcpy(dest=096e8ba0, src=096e6ba0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.2 2022-09-21 sceDmacMemcpy(dest=09673200, src=09671200, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.0 2022-08-28 sceDmacMemcpy(dest=0960d9a0, src=095fd9a0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.0 2022-08-28 Unknown GetPointer 00000000 PC 0899bab4 LR 08000024
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.1 2022-08-22 sceDmacMemcpy(dest=0973bbf0, src=0973abf0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2022-08-11 sceDmacMemcpy(dest=09771560, src=0976d560, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2022-08-11 sceDmacMemcpy(dest=09816ff0, src=09814ff0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13 2022-07-28 sceDmacMemcpy(dest=0962a5b0, src=0961a5b0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-07-27 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-07-26 sceKernelLoadModule: unsupported options size=00000014, flags=088273f0, pos=0, access=1, data=1, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-07-27 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.0 2022-07-21 sceDmacMemcpy(dest=097e3c20, src=097e1c20, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10 2022-07-12 sceDmacMemcpy(dest=095a1a70, src=0959da70, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.2 2022-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.2 2022-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=1, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-07-06 sceDmacMemcpy(dest=096fd9e0, src=096f99e0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2022-06-28 sceDmacMemcpy(dest=096602c0, src=096502c0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-12 sceDmacMemcpy(dest=095f3c90, src=095e3c90, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-12 sceDmacMemcpy(dest=097582c0, src=097562c0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-11 sceDmacMemcpy(dest=040cc000, src=08f9e850, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-11 sceDmacMemcpy(dest=040dc500, src=09063b30, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-11 sceDmacMemcpy(dest=040dc500, src=090d14d0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-10 sceDmacMemcpy(dest=09681930, src=0967f930, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-11 sceDmacMemcpy(dest=09689590, src=09679590, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-09 sceDmacMemcpy(dest=040cc000, src=09030100, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-06 sceDmacMemcpy(dest=09647e60, src=09645e60, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2022-06-05 sceDmacMemcpy(dest=0974e8e0, src=0974c8e0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-03 sceDmacMemcpy(dest=096e60b0, src=096e50b0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3-1215-g3bf0c0088 2022-06-02 sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-01 sceDmacMemcpy(dest=096245f0, src=096225f0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-01 sceDmacMemcpy(dest=09637670, src=09627670, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-31 sceDmacMemcpy(dest=095f3020, src=095f1020, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-31 sceDmacMemcpy(dest=040cc000, src=08f594a0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-31 sceDmacMemcpy(dest=09673140, src=09671140, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-30 sceDmacMemcpy(dest=040cc000, src=08f98680, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-26 sceDmacMemcpy(dest=09668c00, src=09666c00, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.1 2022-09-03 sceNetAdhocMatchingInit(32768) at 08988e8c
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2022-05-21 sceDmacMemcpy(dest=096f8840, src=096f4840, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2022-05-21 sceDmacMemcpy(dest=096c4450, src=096a4450, size=131072): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2022-05-21 sceDmacMemcpy(dest=097ccb90, src=097c8b90, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2022-05-19 sceDmacMemcpy(dest=0966a700, src=09666700, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2022-05-18 sceDmacMemcpy(dest=040cc000, src=090df7f0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-15 sceDmacMemcpy(dest=09690c90, src=0968ec90, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145224280
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2022-05-11 D3D error in shader compilation: info: C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\[email protected](122,12-71): 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 >= 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 * u_matdiffuse) * max(ld
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-10 sceDmacMemcpy(dest=096d2740, src=096c2740, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-28 sceDmacMemcpy(dest=096a9e90, src=096a7e90, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-06 sceDmacMemcpy(dest=097269b0, src=097259b0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.2 2022-05-03 sceDmacMemcpy(dest=096b5170, src=096a5170, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.2 2022-05-03 sceDmacMemcpy(dest=0964ac60, src=0963ac60, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-04 80630007=sceAtracSetData(0, 08d19800, 00010000): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-30 sceDmacMemcpy(dest=040cc000, src=092412f0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-29 sceDmacMemcpy(dest=040cc000, src=090792b0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.2 2022-04-28 sceDmacMemcpy(dest=0967ae80, src=0966ae80, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-26 sceDmacMemcpy(dest=0958b280, src=0957b280, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-25 sceDmacMemcpy(dest=040cc000, src=090bf6f0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-24 sceDmacMemcpy(dest=09534cc0, src=095344c0, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2022-04-24 sceDmacMemcpy(dest=0976b9e0, src=097699e0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-23 sceDmacMemcpy(dest=09687d60, src=09686d60, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.13.1 2022-08-19 sceDmacMemcpy(dest=096b94a0, src=096b74a0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-21 sceDmacMemcpy(dest=097b6d60, src=097b5d60, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-20 sceDmacMemcpy(dest=096b62e0, src=096b42e0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2022-04-17 sceDmacMemcpy(dest=04110000, src=0952a9d0, size=557056): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.2 2022-04-17 sceDmacMemcpy(dest=09740b60, src=0973eb60, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.2 2022-04-16 sceDmacMemcpy(dest=097433c0, src=097423c0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-12 sceDmacMemcpy(dest=0976b2b0, src=0976a2b0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-07-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-07-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=1, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-05-22 sceDmacMemcpy(dest=09672870, src=09670870, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-09 sceDmacMemcpy(dest=09615110, src=09605110, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-09 sceDmacMemcpy(dest=09835560, src=09825560, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-09 sceDmacMemcpy(dest=09223e80, src=09222e80, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2022-04-09 D3D error in shader compilation: info: C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\[email protected](122,12-71): 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 >= 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 * u_matdiffuse) * max(ld
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-09 sceDmacMemcpy(dest=0952b380, src=0951b380, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-08 sceDmacMemcpy(dest=0963c3d0, src=0963a3d0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2022-04-08 D3D error in shader compilation: info: C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\[email protected](122,12-71): 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 >= 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 * u_matdiffuse) * max(ld
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-04-07 sceDmacMemcpy(dest=0412a200, src=090b8450, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-07-21 Error in shader compilation: info: 0:1: F0003: Shader too long. This shader is 515 instruction words long, but Mali-400 GP only supports up to 512 instruction words. 01f39999:00000b31 HWX T N LM Tex Light: 0: c:1 t:2 1: c:1 t:2 2: c:1 t:2 3: c:1 t:2 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; 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_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(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 * 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) { l
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2022-04-07 D3D error in shader compilation: info: C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\Administrator.COM-20200124KXW\Desktop\??\PPSSPP\[email protected](122,12-71): 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 >= 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 * u_matdiffuse) * max(ld
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.2 2022-04-07 sceDmacMemcpy(dest=040dc500, src=08fddbb0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.2 2022-03-31 sceDmacMemcpy(dest=09653b60, src=09643b60, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.2 2022-03-31 sceDmacMemcpy(dest=04154800, src=08e70190, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2022-03-28 D3D error in shader compilation: info: C:\Windows\system32\[email protected](137,16-55): error X4505: maximum temp register index exceeded C:\Windows\system32\[email protected](137,12-69): 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; }; 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 = normalize(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_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_light
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-19 sceDmacMemcpy(dest=096ed540, src=096ec540, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-03-17 sceDmacMemcpy(dest=096680c0, src=096660c0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-03-17 sceDmacMemcpy(dest=096cd3e0, src=096cb3e0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-03-17 Rendering to framebuffer offset: 04162000 +256x0
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-03-16 sceDmacMemcpy(dest=096b88e0, src=096b68e0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2022-03-08 sceDmacMemcpy(dest=09682e00, src=0967ee00, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2022-02-26 sceDmacMemcpy(dest=095f8960, src=095e8960, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-02-14 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-02-04 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-06-02 sceDmacMemcpy(dest=09683340, src=09682340, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.1 2022-01-29 Ignoring func export sceMt19937/f40c98e6, already implemented in HLE.
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.1 2022-01-29 Ignoring func export sceMt19937/ecf5d379, already implemented in HLE.
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.1 2022-01-29 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2022-01-28 sceDmacMemcpy(dest=096f3bd0, src=096e3bd0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2022-01-27 sceDmacMemcpy(dest=096f3b30, src=096f1b30, size=8192): overlapping read