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