Recent logs - はじめの一歩 PORTABLE VICTORIOUS SPIRITS

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-30 sceKernelLoadModule: unsupported options size=00000014, flags=08806550, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-28 sceDmacMemcpy(dest=09620310, src=09610310, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-26 sceDmacMemcpy(dest=040dc500, src=093805d0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-25 sceDmacMemcpy(dest=040dc500, src=09736b60, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-24 sceUtilityOskInitStart: invalid status
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-22 GE Interrupt: newState might be 1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-22 GE Interrupt: newState might be 0
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-20 sceDmacMemcpy(dest=096e3920, src=096e2920, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-19 sceDmacMemcpy(dest=040fc500, src=09116010, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-18 sceDmacMemcpy(dest=095ae870, src=0959e870, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-18 sceDmacMemcpy(dest=040dc500, src=090f0080, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-18 sceDmacMemcpy(dest=040f4500, src=091e1090, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-17 sceDmacMemcpy(dest=040dc500, src=093069f0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-17 sceDmacMemcpy(dest=0418c500, src=093babe0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-16 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) {
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2021-11-14 D3D error in shader compilation: info: C:\Users\Familia Arrieta\Downloads\PPSSPP\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\Familia Arrieta\Downloads\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(ldot, 0.0); if
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2021-11-11 D3D error in shader compilation: info: C:\Users\Familia Arrieta\Downloads\PPSSPP\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\Familia Arrieta\Downloads\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(ldot, 0.0); if
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.3 2021-11-10 D3D error in shader compilation: info: C:\Users\Familia Arrieta\Downloads\PPSSPP\[email protected](122,16-57): error X4505: maximum temp register index exceeded C:\Users\Familia Arrieta\Downloads\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(ldot, 0.0); if
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.0 2021-11-06 sceDmacMemcpy(dest=09758ed0, src=09756ed0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-11-01 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](139,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\[email protected](139,12-69): 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); vec2 u_fogcoef : register(c18); 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; float v_fogdepth: TEXCOORD1; 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 = cla
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-11-01 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](137,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\[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
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-10-20 sceDmacMemcpy(dest=041fbb00, src=09520970, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-27 Utility access thread still running, state: shutting down, dialog=1/1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-16 sceDmacMemcpy(dest=096e9300, src=096e5300, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-10-13 sceDmacMemcpy(dest=09603e40, src=095f3e40, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-13 sceDmacMemcpy(dest=09594ae0, src=09593ae0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10-6-g8ac4efd3c 2021-10-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147547976
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10-6-g8ac4efd3c 2021-10-10 Render to texture with incompatible formats 3 != 1 at 04000000
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-10 sceDmacMemcpy(dest=095a1850, src=095a0850, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-09 sceDmacMemcpy(dest=09765b80, src=09761b80, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-09 sceDmacMemcpy(dest=041fa500, src=095a5fc0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.2 2021-10-09 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-08 sceDmacMemcpy(dest=0982a9b0, src=098289b0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-06 sceDmacMemcpy(dest=09700090, src=096fc090, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-04 sceDmacMemcpy(dest=096b7df0, src=096b3df0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-04 sceDmacMemcpy(dest=098318d0, src=0982f8d0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-02 sceDmacMemcpy(dest=09a89830, src=09a69830, size=131072): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-02 sceDmacMemcpy(dest=09713df0, src=0970fdf0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-10-01 sceDmacMemcpy(dest=096c71a0, src=096c31a0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-25 sceDmacMemcpy(dest=095faea0, src=095eaea0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-09-23 sceDmacMemcpy(dest=09842160, src=0983e160, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-22 sceDmacMemcpy(dest=0973ef10, src=0973df10, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148355080
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-21 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-14 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-14 sceDmacMemcpy(dest=0961ba80, src=09619a80, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-13 sceDmacMemcpy(dest=041c2f00, src=09503bc0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-09-08 sceDmacMemcpy(dest=095c70c0, src=095b70c0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-09-07 Unknown GetPointer 00000bd0 PC 088595c0 LR 088595e4
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-30 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-30 80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-02 sceDmacMemcpy(dest=09668700, src=09666700, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-28 sceDmacMemcpy(dest=040cc000, src=090532a0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-08-25 sceDmacMemcpy(dest=0981dbf0, src=09819bf0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-08-25 sceDmacMemcpy(dest=09790070, src=0978c070, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-08-21 sceDmacMemcpy(dest=041b3900, src=0911b9e0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-08-15 sceDmacMemcpy(dest=09a898d0, src=09a698d0, size=131072): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-14 sceDmacMemcpy(dest=09740560, src=0973f560, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-08 D3D error in shader compilation: info: F:\PPSSPP\[email protected](137,16-55): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](137,12-69): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](159,16-55): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](159,12-69): 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.
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-07 D3D error in shader compilation: info: F:\PPSSPP\[email protected](137,16-55): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](137,12-69): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](159,16-55): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](159,12-69): 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.
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-07 D3D error in shader compilation: info: F:\PPSSPP\[email protected](137,16-55): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](137,12-69): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](159,16-55): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](159,12-69): 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.
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-07 D3D error in shader compilation: info: F:\PPSSPP\[email protected](137,16-55): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](137,12-69): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](159,16-55): error X4505: maximum temp register index exceeded F:\PPSSPP\[email protected](159,12-69): 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.
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-06 sceDmacMemcpy(dest=096431d0, src=096411d0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-26 sceDmacMemcpy(dest=04119200, src=08ddab80, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-08-03 sceDmacMemcpy(dest=0415a200, src=090e8450, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-26 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-26 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-23 sceDmacMemcpy(dest=09729800, src=09728800, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-22 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](137,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\[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
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-30 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-22 sceDmacMemcpy(dest=09657be0, src=09655be0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-14 sceDmacMemcpy(dest=040cc000, src=09094490, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-14 sceDmacMemcpy(dest=096d6e10, src=096d5e10, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-13 sceDmacMemcpy(dest=098355b0, src=098255b0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-10-13 sceDmacMemcpy(dest=0964c5e0, src=0963c5e0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-12 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-12 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-09 sceDmacMemcpy(dest=040cc000, src=09109310, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-08 sceDmacMemcpy(dest=040cc000, src=08feb6f0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-08 sceDmacMemcpy(dest=0972fc90, src=0972bc90, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-07 sceDmacMemcpy(dest=0967a110, src=09678110, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-18 ReadFromHardware: Invalid address 00000000 near PC 08985c44 LR 08985c44
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2021-11-30 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-07-03 sceDmacMemcpy(dest=095ecd20, src=095dcd20, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.9.4 2021-07-02 sceDmacMemcpy(dest=09671c70, src=0966dc70, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-06-28 sceDmacMemcpy(dest=096f21d0, src=096f11d0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-06-24 sceDmacMemcpy(dest=0410c500, src=090775d0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-06-23 sceDmacMemcpy(dest=040fc200, src=09077e20, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-03 sceDmacMemcpy(dest=096593c0, src=096493c0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-10-04 Unknown GetPointer 00000000 PC 0898f9f8 LR 08955bc0
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-06-04 sceDmacMemcpy(dest=0959fa70, src=0959da70, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-06-03 sceDmacMemcpy(dest=096842c0, src=096822c0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-06-02 sceDmacMemcpy(dest=09681060, src=0967f060, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-05-31 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-05-29 sceDmacMemcpy(dest=0986e0c0, src=0986a0c0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-09-03 sceDmacMemcpy(dest=096962a0, src=096942a0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-06-07 sceDmacMemcpy(dest=097028c0, src=097008c0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-05-25 sceDmacMemcpy(dest=040cc000, src=08f4f800, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2021-08-30 sceDmacMemcpy(dest=04181900, src=090feab0, size=65536): overlapping read