Recent logs - 喧嘩番長3~全国制覇~

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Game title Version Latest Report Message
喧嘩番長3~全国制覇~ v1.15.4 2023-07-29 00000000=sceUtilityScreenshotInitStart(0918af20)
喧嘩番長3~全国制覇~ v1.9.0 2022-12-04 00000000=sceUtilityScreenshotInitStart(09299210)
喧嘩番長3~全国制覇~ v1.9.0 2022-12-04 00000000=sceUtilityScreenshotInitStart(0925aa50)
喧嘩番長3~全国制覇~ v1.9.0 2022-12-04 00000000=sceUtilityScreenshotInitStart(08eace20)
喧嘩番長3~全国制覇~ v1.9.0 2022-12-04 Unknown GetPointer 00000000 PC 08804c4c LR 08804c4c
喧嘩番長3~全国制覇~ v1.11.3 2021-09-17 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:162: 'outerProduct' : no matching overloaded function found ERROR: 0:162: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00005b18 HWX C T N Tex Bezier TessC TessRevN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _col[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _col[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _col[3] = texelF
喧嘩番長3~全国制覇~ v1.11.3 2021-09-17 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:170: 'outerProduct' : no matching overloaded function found ERROR: 0:170: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 01190000:0000db18 HWX C T N Tex Light: 0: c:0 t:0 MatUp:1 Spline TessC TessN TessRevN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z); ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _col[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u,
喧嘩番長3~全国制覇~ v1.11.3 2021-09-02 Unknown GetPointer 00000000 PC 0895bad4 LR 0883dbf8
喧嘩番長3~全国制覇~ v1.11.3 2021-09-01 00000000=sceUtilityScreenshotInitStart(092a0ac0)
喧嘩番長3~全国制覇~ v1.11.3 2021-08-22 00000000=sceUtilityScreenshotInitStart(095a7d20)
喧嘩番長3~全国制覇~ v1.11.3 2021-08-22 00000000=sceUtilityScreenshotInitStart(092a8140)
喧嘩番長3~全国制覇~ v1.11.3 2021-07-26 00000000=sceUtilityScreenshotInitStart(08e91ae0)
喧嘩番長3~全国制覇~ v1.11.3 2021-07-25 00000000=sceUtilityScreenshotInitStart(08f42340)
喧嘩番長3~全国制覇~ v1.11.3 2021-07-25 00000000=sceUtilityScreenshotInitStart(08f42910)
喧嘩番長3~全国制覇~ v1.11.3 2021-07-25 00000000=sceUtilityScreenshotInitStart(08f43ef0)
喧嘩番長3~全国制覇~ v1.11.3 2021-07-08 00000000=sceUtilityScreenshotInitStart(092a19f0)
喧嘩番長3~全国制覇~ v1.11.3 2021-04-27 00000000=sceUtilityScreenshotInitStart(095063f0)
喧嘩番長3~全国制覇~ v1.11.3 2021-04-27 00000000=sceUtilityScreenshotInitStart(093b9f30)
喧嘩番長3~全国制覇~ v1.11.3 2021-04-27 00000000=sceUtilityScreenshotInitStart(093b8310)
喧嘩番長3~全国制覇~ v1.9.0 2020-08-09 00000000=sceUtilityScreenshotInitStart(09199cc0)
喧嘩番長3~全国制覇~ v1.9.3 2020-06-24 00000000=sceUtilityScreenshotInitStart(095ee290)
喧嘩番長3~全国制覇~ v1.9.3 2020-06-24 00000000=sceUtilityScreenshotInitStart(096251a0)
喧嘩番長3~全国制覇~ v1.6.3-492-g9fddfff66 2020-06-05 00000000=sceUtilityScreenshotInitStart(092a2980)
喧嘩番長3~全国制覇~ v1.9.4 2020-04-01 00000000=sceUtilityScreenshotInitStart(0954aec0)
喧嘩番長3~全国制覇~ v1.9.4 2020-03-31 00000000=sceUtilityScreenshotInitStart(0949b040)
喧嘩番長3~全国制覇~ v1.9.4 2020-03-31 00000000=sceUtilityScreenshotInitStart(09630850)
喧嘩番長3~全国制覇~ v1.9.4 2020-03-27 00000000=sceUtilityScreenshotInitStart(092d66a0)
喧嘩番長3~全国制覇~ v1.6.3-492-g9fddfff66 2020-03-23 00000000=sceUtilityScreenshotInitStart(08f85f20)
喧嘩番長3~全国制覇~ v1.6.3-492-g9fddfff66 2020-03-20 00000000=sceUtilityScreenshotInitStart(09321a30)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-25 00000000=sceUtilityScreenshotInitStart(096d35c0)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(0918af20)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(0923d2f0)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(0925d6e0)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(095ac190)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(094023b0)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(091f5480)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(08e716d0)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(091980c0)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(09197da0)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(0919a190)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(0919a000)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(08f98560)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(09194280)
喧嘩番長3~全国制覇~ v1.8.0 2019-11-24 00000000=sceUtilityScreenshotInitStart(0918ffc0)
喧嘩番長3~全国制覇~ v1.8.0 2019-06-23 00000000=sceUtilityScreenshotInitStart(092a0ab0)
喧嘩番長3~全国制覇~ v1.9.4 2023-06-11 Attempted inverse for logic op: a
喧嘩番長3~全国制覇~ v1.5.4 2017-12-07 00000000=sceUtilityScreenshotInitStart(091989d0)
喧嘩番長3~全国制覇~ v1.4.1 2017-06-18 00000000=sceUtilityScreenshotInitStart(09215660)
喧嘩番長3~全国制覇~ v1.9.4 2022-12-04 Render to texture with different strides 512 != 256
喧嘩番長3~全国制覇~ v1.0-33-ge6af3cf 2015-08-09 00000000=sceUtilityScreenshotInitStart(08f9a210)
喧嘩番長3~全国制覇~ v1.0-33-ge6af3cf 2015-08-05 00000000=sceUtilityScreenshotInitStart(093a74c0)
喧嘩番長3~全国制覇~ v1.0-33-ge6af3cf 2015-04-02 00000000=sceUtilityScreenshotInitStart(08f87a60)
喧嘩番長3~全国制覇~ v1.4.2-3-gc5d1c1c 2021-02-10 Loading module scePsmf_library with version 0101, devkit 03070010
喧嘩番長3~全国制覇~ v1.4.2 2021-02-10 Loading module scePsmfP_library with version 0101, devkit 03070010