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 v1.17.1 2024-09-16 sceDmacMemcpy(dest=040cc000, src=090b5810, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.4-1 2024-09-15 sceDmacMemcpy(dest=09694aa0, src=09693aa0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-15 sceDmacMemcpy(dest=097409c0, src=0973e9c0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-14 sceDmacMemcpy(dest=09755700, src=09754700, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-14 sceDmacMemcpy(dest=09760f10, src=0975cf10, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-14 sceDmacMemcpy(dest=09751f40, src=0974df40, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-13 sceDmacMemcpy(dest=09737d30, src=09733d30, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2024-09-13 sceDmacMemcpy(dest=0976ea90, src=0976ca90, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-11 sceDmacMemcpy(dest=09688550, src=09686550, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-10 sceDmacMemcpy(dest=09724480, src=09723480, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-09 sceDmacMemcpy(dest=095ffda0, src=095efda0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-09 sceDmacMemcpy(dest=041cbf00, src=0959c2d0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-09 sceDmacMemcpy(dest=09664e20, src=09654e20, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2024-09-09 sceDmacMemcpy(dest=096aa330, src=0969a330, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-07 sceDmacMemcpy(dest=09766640, src=09765640, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-07 sceDmacMemcpy(dest=0974ff00, src=0974ef00, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2024-09-05 sceDmacMemcpy(dest=0968fd90, src=0967fd90, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2024-09-05 sceDmacMemcpy(dest=09689f90, src=09687f90, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2024-09-04 sceDmacMemcpy(dest=0970d270, src=0970c270, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-04 sceDmacMemcpy(dest=0978bec0, src=0978aec0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2024-09-03 sceDmacMemcpy(dest=0966cb40, src=0966ab40, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-03 sceDmacMemcpy(dest=096adc40, src=096abc40, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.4-1 2024-09-06 Unknown GetPointerWrite 00000008 PC 089c42cc LR 08991be0
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2024-09-02 sceDmacMemcpy(dest=096d94a0, src=096d74a0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-01 sceDmacMemcpy(dest=0412eb00, src=08f047e0, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10.2 2024-09-01 sceDmacMemcpy(dest=096f5420, src=096f1420, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2024-08-31 sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2024-08-31 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-31 80630006=sceAtracSetDataAndGetID(09d060d0, 000d9b24): invalid RIFF header
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2024-08-31 sceDmacMemcpy(dest=09693200, src=09692200, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-31 sceDmacMemcpy(dest=0972fc30, src=0972ec30, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2024-08-30 sceDmacMemcpy(dest=097e7ee0, src=097e6ee0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-09-05 sceDmacMemcpy(dest=0979b500, src=0979a500, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-28 Unknown GetPointerWrite 00000000 PC 08985c44 LR 08985c44
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1-980-gabaea0197b 2024-08-28 sceDmacMemcpy(dest=095b7a00, src=095a7a00, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-28 sceDmacMemcpy(dest=041fac80, src=09545b10, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-26 WriteToHardware: Invalid address 04800000 near PC 089c430c LR 089811fc
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-24 sceDmacMemcpy(dest=0962fdc0, src=0961fdc0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-23 sceDmacMemcpy(dest=0973d680, src=0973b680, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1-980-gabaea0197b 2024-08-23 sceDmacMemcpy(dest=09568160, src=09558160, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-22 sceDmacMemcpy(dest=09772650, src=0976e650, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-22 sceGeBreak(mode=0, unknown=08dfeda8): unknown ptr (valid)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1-980-gabaea0197b 2024-08-22 sceDmacMemcpy(dest=0959fa30, src=0959da30, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-21 sceDmacMemcpy(dest=096f7440, src=096f3440, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-20 sceDmacMemcpy(dest=09679bc0, src=09669bc0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2024-08-19 sceDmacMemcpy(dest=097c9d50, src=097c5d50, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-19 sceDmacMemcpy(dest=09719c90, src=09717c90, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2024-08-18 sceDmacMemcpy(dest=097c2830, src=097be830, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2024-08-17 sceDmacMemcpy(dest=096cd910, src=096bd910, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-16 sceDmacMemcpy(dest=096fa2e0, src=096f82e0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-16 sceDmacMemcpy(dest=09738280, src=09737280, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.16.6 2024-09-07 sceDmacMemcpy(dest=098f95f0, src=098d95f0, size=131072): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1-957-g52cf10274c 2024-08-11 Unknown GetPointerWrite 0000007d PC 089c42cc LR 08991be0
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-10 sceDmacMemcpy(dest=098f9370, src=098d9370, size=131072): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-10 sceDmacMemcpy(dest=0968c900, src=09688900, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-10 sceDmacMemcpy(dest=095d31f0, src=095b31f0, size=131072): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-10 sceDmacMemcpy(dest=040cc000, src=09100790, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-10 sceDmacMemcpy(dest=0971d030, src=0971b030, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.4-1 2024-08-10 sceDmacMemcpy(dest=097283f0, src=097243f0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-09 sceDmacMemcpy(dest=0965d5d0, src=0964d5d0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-09 sceDmacMemcpy(dest=098f93c0, src=098d93c0, size=131072): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-09 sceDmacMemcpy(dest=09636d10, src=09626d10, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-08 sceDmacMemcpy(dest=04105400, src=09051620, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.15.3 2024-08-08 sceDmacMemcpy(dest=09698c60, src=09696c60, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-08 sceKernelLoadModule: unsupported options size=00000014, flags=0892b22c, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-11 sceDmacMemcpy(dest=0952ab20, src=0952a320, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.4-1 2024-08-07 sceDmacMemcpy(dest=095ef350, src=095ed350, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-05 sceDmacMemcpy(dest=09650450, src=09640450, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.10-6-g8ac4efd3c 2024-08-04 sceDmacMemcpy(dest=0965dfc0, src=0964dfc0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-03 __KernelStopThread: thread 286 does not exist (ApctlThread deleted)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-03 ReadFromHardware: Invalid address ffff3f57 near PC ffff3f57 LR 089445c0
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-05 sceDmacMemcpy(dest=09629850, src=09619850, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2024-08-03 sceDmacMemcpy(dest=097623f0, src=0975e3f0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-02 sceDmacMemcpy(dest=09687490, src=09677490, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-02 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-29 sceDmacMemcpy(dest=09884cd0, src=09883cd0, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-29 sceDmacMemcpy(dest=041ff780, src=0944fcf0, size=2048): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-28 sceDmacMemcpy(dest=09714df0, src=09712df0, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-28 sceDmacMemcpy(dest=04144500, src=0919b5f0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-27 sceDmacMemcpy(dest=095e94a0, src=095d94a0, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.16.6 2024-07-25 sceDmacMemcpy(dest=040cc000, src=093daed0, size=32768): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-08-12 sceDmacMemcpy(dest=0413d200, src=093f4710, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-24 sceDmacMemcpy(dest=09695600, src=09694600, size=4096): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-23 sceDmacMemcpy(dest=096a9d40, src=096a7d40, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-22 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x1271E8F8(140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x1271E8F8(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_lightangle_spotCoef1.x)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-22 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x08950D80(140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x08950D80(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_lightangle_spotCoef1.x)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-22 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0F0F4D50(140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x0F0F4D50(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_lightangle_spotCoef1.x)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-21 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0FAC6348(140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x0FAC6348(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_lightangle_spotCoef1.x)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2024-07-21 sceDmacMemcpy(dest=096b0f10, src=096aef10, size=8192): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-20 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0F0E2528(140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x0F0E2528(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_lightangle_spotCoef1.x)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-20 sceDmacMemcpy(dest=097535f0, src=0974f5f0, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-20 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0C233950(140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x0C233950(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_lightangle_spotCoef1.x)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-20 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0C233950(142,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x0C233950(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 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; }; 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
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-19 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0C1FB8E8(140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x0C1FB8E8(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_lightangle_spotCoef1.x)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-19 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0F7C8050(140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x0F7C8050(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_lightangle_spotCoef1.x)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.12.3 2024-07-19 D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0C394160(140,16-55): error X4505: maximum temp register index exceeded C:\Program Files\PPSSPP\Shader@0x0C394160(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_lightangle_spotCoef1.x)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-21 sceDmacMemcpy(dest=09690e80, src=09680e80, size=65536): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1 2024-07-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1