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Game title |
Version |
Latest Report |
Message |
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 |
v1.12.3-1100-g622753794 |
2022-05-26 |
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 |
2022-05-07 |
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 |
v1.12.3 |
2022-05-14 |
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 |
2022-04-11 |
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 |
2022-04-11 |
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 |
2022-05-25 |
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 |
2022-04-06 |
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 |
2022-03-30 |
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 |
2022-03-26 |
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 |
2022-05-24 |
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 |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-26 |
sceDmacMemcpy(dest=096515b0, src=0964f5b0, size=8192): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-24 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-24 |
sceDmacMemcpy(dest=095681a0, src=095581a0, size=65536): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-02-24 |
sceDmacMemcpy(dest=095e8e90, src=095e6e90, size=8192): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-21 |
sceDmacMemcpy(dest=040cc000, src=08f4f060, size=32768): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-20 |
sceDmacMemcpy(dest=09523280, src=09522a80, size=2048): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.11.3 |
2022-01-19 |
sceDmacMemcpy(dest=09732b10, src=0972eb10, size=16384): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-15 |
sceDmacMemcpy(dest=0968eb70, src=0968cb70, size=8192): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-14 |
sceDmacMemcpy(dest=097e30a0, src=097e20a0, size=4096): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-14 |
sceDmacMemcpy(dest=0967cf90, src=0967af90, size=8192): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-11 |
sceDmacMemcpy(dest=096ee230, src=096ec230, size=8192): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1 |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-01-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2 |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.9.4 |
2022-01-08 |
sceDmacMemcpy(dest=096fcb60, src=096f8b60, size=16384): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2021-12-19 |
sceDmacMemcpy(dest=040cc000, src=09102dd0, size=32768): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2022-03-30 |
sceDmacMemcpy(dest=0969da70, src=0969ba70, size=8192): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2021-12-18 |
sceDmacMemcpy(dest=040cc000, src=090c9d40, size=32768): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.9.4 |
2021-12-17 |
sceDmacMemcpy(dest=097d86d0, src=097d66d0, size=8192): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.3 |
2021-12-07 |
sceDmacMemcpy(dest=04114500, src=091b5c10, size=32768): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.2 |
2021-12-07 |
sceDmacMemcpy(dest=0961fed0, src=0961ded0, size=8192): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.2 |
2021-12-05 |
sceDmacMemcpy(dest=0967fca0, src=0967dca0, size=8192): overlapping read |
はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.12.2 |
2021-12-05 |
sceDmacMemcpy(dest=097255f0, src=097245f0, size=4096): overlapping read |
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 |
2022-05-10 |
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 |