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 v1.9.4 2020-03-30 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Video out requested, not supported: mode=0 size=512,272
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Unknown syscall in known module 'sceNpService': 0x78802d5f
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Unknown syscall in known module 'sceNpService': 0x168b8de5
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Unknown syscall in known module 'sceNpService': 0x268c009d
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Unknown syscall in known module 'sceNp': 0xbb069a87
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Unknown syscall in known module 'sceNp': 0x4b5c71c8
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Unknown syscall in known module 'sceNpService': 0x1da3e950
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-30 Unknown syscall in known module 'sceNpAuth': 0x72bb0467
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-17 sceDmacMemcpy(dest=09714170, src=09710170, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2020-03-16 ReadFromHardware: Invalid address 3fffffff near PC 0898f9f8 LR 08955bc0
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-02 sceDmacMemcpy(dest=096d6f90, src=096d2f90, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2020-02-27 sceDmacMemcpy(dest=09685270, src=09681270, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-02-01 sceDmacMemcpy(dest=096bb840, src=0969b840, size=131072): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2020-01-26 sceDmacMemcpy(dest=096df720, src=096db720, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2020-01-25 sceDmacMemcpy(dest=096cf610, src=096cd610, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-01-22 sceDmacMemcpy(dest=040cc000, src=09132590, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-01-19 sceDmacMemcpy(dest=097d2e50, src=097d0e50, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-01-18 sceDmacMemcpy(dest=09630c40, src=09620c40, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2020-01-15 D3D error in shader compilation: info: C:\Users\jhe\Downloads\PPSSPPWindowsGold (2)\[email protected](124,16-57): error X4505: maximum temp register index exceeded C:\Users\jhe\Downloads\PPSSPPWindowsGold (2)\[email protected](124,12-71): error X4505: maximum temp register index exceeded / 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); 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; 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 * 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 =
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2020-01-15 D3D error in shader compilation: info: C:\Users\jhe\Downloads\PPSSPPWindowsGold (2)\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\jhe\Downloads\PPSSPPWindowsGold (2)\[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(ldot, 0.0); if (ldot >=
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2020-01-13 sceDmacMemcpy(dest=0975e220, src=0975c220, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-01-05 sceDmacMemcpy(dest=09755730, src=09751730, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-01-01 sceDmacMemcpy(dest=096d06c0, src=096c06c0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2019-12-31 sceDmacMemcpy(dest=097943b0, src=097923b0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-12-21 sceDmacMemcpy(dest=096998f0, src=096958f0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2019-12-13 Error in shader compilation: info: 0:1: F0003: Shader too long. This shader is 547 instruction words long, but Mali-400 GP only supports up to 512 instruction words. 07f39999:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:1 t:2 1: c:1 t:2 2: c:1 t:2 3: c:1 t:2 MatUp:3 WScale 3 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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 * color0.rgb) * 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 * 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, 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 * color0.rgb) * max
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-18 sceDmacMemcpy(dest=09608e90, src=095f8e90, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2019-11-11 sceDmacMemcpy(dest=096ba7e0, src=096b87e0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2019-11-09 sceDmacMemcpy(dest=09776c20, src=09772c20, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2019-11-04 sceDmacMemcpy(dest=096b0ca0, src=096acca0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-10-19 sceDmacMemcpy(dest=097548f0, src=097528f0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-09-24 sceDmacMemcpy(dest=0963b8b0, src=0962b8b0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-09-19 sceDmacMemcpy(dest=096976b0, src=096936b0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3-492-g9fddfff66 2020-01-10 WriteToHardware: Invalid address 00000000 near PC 08981a7c LR 08981a7c
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-09-16 sceDmacMemcpy(dest=09682670, src=0967e670, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-09-04 sceDmacMemcpy(dest=096ba660, src=096b6660, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-09-03 sceDmacMemcpy(dest=096e0eb0, src=096dceb0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-09-02 sceDmacMemcpy(dest=09685350, src=09675350, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-01-31 sceDmacMemcpy(dest=096a7d40, src=096a3d40, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-08-15 sceDmacMemcpy(dest=040cc000, src=090c0c40, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.7.1 2019-08-11 sceDmacMemcpy(dest=09405280, src=093f5280, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.7.5 2019-07-22 sceDmacMemcpy(dest=097120b0, src=097100b0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-07-10 sceDmacMemcpy(dest=09754850, src=09752850, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-06-20 sceDmacMemcpy(dest=096f9a70, src=096f5a70, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-07-08 Error in shader compilation: info: 0:1: F0003: Shader too long. This shader is 579 instruction words long, but Mali-400 GP only supports up to 512 instruction words. 07f39999:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:1 t:2 1: c:1 t:2 2: c:1 t:2 3: c:1 t:2 MatUp:3 WScale 3 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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 * color0.rgb) * 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 * 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, 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 * color0.rgb) * max
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-05-29 D3D error in shader compilation: info: D:\ROMS&EMULATORS\EMU\ppsspp\memory(122,10): error X4505: maximum temp register index exceeded D:\ROMS&EMULATORS\EMU\ppsspp\memory(122,10): 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(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(0.0, 0.0, 1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2019-05-27 Unknown GetPointer 00000000 PC 0897bd2c LR 0897bd40
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3-80-g73bf6098e 2020-02-02 ReadFromHardware: Invalid address 00000038 near PC 0897c6a4 LR 08886638
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3-80-g73bf6098e 2020-02-02 WriteToHardware: Invalid address 00000128 near PC 0897df7c LR 0897df80
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-05-25 sceDmacMemcpy(dest=0969cf00, src=09698f00, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-05-23 sceDmacMemcpy(dest=096b12f0, src=096ad2f0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.3 2020-01-13 Unknown GetPointer 00000000 PC 089265b0 LR 08000030
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-05-13 sceDmacMemcpy(dest=096b01d0, src=096ac1d0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-05-09 sceDmacMemcpy(dest=09652a10, src=09642a10, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2020-03-15 sceDmacMemcpy(dest=095e0f30, src=095d0f30, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-06-27 Unknown GetPointer 00000000 PC 08000000 LR 08000010
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-05-02 sceDmacMemcpy(dest=09614390, src=09604390, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-30 sceDmacMemcpy(dest=09761240, src=09751240, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-18 sceDmacMemcpy(dest=095eae90, src=095e6e90, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0-100-g54e102cfa 2019-04-16 WriteToHardware: Invalid address 00000005 near PC 0884e2e8 LR 0884e2d4
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-17 sceDmacMemcpy(dest=096ec330, src=096e8330, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-15 sceDmacMemcpy(dest=0966bac0, src=09667ac0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-14 sceDmacMemcpy(dest=04105400, src=090031e0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2020-01-17 sceDmacMemcpy(dest=09685eb0, src=09681eb0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-12 sceDmacMemcpy(dest=0965dde0, src=0964dde0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-09 sceDmacMemcpy(dest=09717860, src=09713860, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-07 sceDmacMemcpy(dest=09702f90, src=096fef90, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-07 sceDmacMemcpy(dest=0970e640, src=0970a640, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-05 sceDmacMemcpy(dest=0968ebb0, src=0968abb0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-03 sceDmacMemcpy(dest=096dbd30, src=096d7d30, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-01 sceDmacMemcpy(dest=04105400, src=090a1420, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-03-31 sceDmacMemcpy(dest=09731100, src=0972d100, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-03-31 sceDmacMemcpy(dest=096c1ed0, src=096bded0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-03-30 sceDmacMemcpy(dest=096713c0, src=0966f3c0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-03-30 sceDmacMemcpy(dest=09683060, src=0967f060, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-04-14 sceDmacMemcpy(dest=096f0230, src=096ec230, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.2 2019-03-28 sceDmacMemcpy(dest=097441c0, src=097421c0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-18 Unknown GetPointer 00000000 PC 0899bab4 LR 08000020
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2019-03-20 sceDmacMemcpy(dest=040cc000, src=08f9e850, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2 2019-03-20 sceDmacMemcpy(dest=09685eb0, src=09681eb0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2 2019-03-20 sceDmacMemcpy(dest=0975e220, src=0975c220, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2 2019-03-19 sceDmacMemcpy(dest=097bdf20, src=097bbf20, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2 2019-03-19 sceDmacMemcpy(dest=096e9070, src=096e5070, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.7.4 2019-03-09 sceDmacMemcpy(dest=0978adf0, src=09788df0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.7.5 2019-03-05 sceDmacMemcpy(dest=097beb90, src=097bcb90, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.7.1 2019-02-13 sceDmacMemcpy(dest=09697b10, src=09687b10, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.7.5 2019-07-28 sceDmacMemcpy(dest=096d4f60, src=096d0f60, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.7.4 2019-02-08 sceDmacMemcpy(dest=0969b690, src=0968b690, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.7.4 2019-02-08 sceDmacMemcpy(dest=09692c90, src=0968ec90, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.7.4 2019-02-04 sceDmacMemcpy(dest=0957e710, src=0955e710, size=131072): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2019-01-13 sceDmacMemcpy(dest=096a9d80, src=096a5d80, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-03-27 sceDmacMemcpy(dest=096982a0, src=096942a0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2020-01-18 sceDmacMemcpy(dest=0968c2e0, src=096882e0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.8.0 2020-02-01 sceDmacMemcpy(dest=0961da80, src=09619a80, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2018-12-26 sceDmacMemcpy(dest=0974c930, src=09748930, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2018-12-23 sceDmacMemcpy(dest=098372e0, src=098352e0, size=8192): overlapping read