Recent logs - ソウルキャリバー Broken Destiny

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Game title Version Latest Report Message
ソウルキャリバー Broken Destiny v1.9.4 2020-07-28 An uneaten prefix at end of block: 08a520b0
ソウルキャリバー Broken Destiny v1.10.2 2020-07-21 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
ソウルキャリバー Broken Destiny v1.10.2 2020-07-21 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
ソウルキャリバー Broken Destiny v1.10.2 2020-07-12 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00202DATA/SOUL.BD, 09fa0140, 00000002)
ソウルキャリバー Broken Destiny v1.6.3-492-g9fddfff66 2020-07-06 Error in shader program link: info: Invalid vertex shader. Link cannot proceed. fs: 00000000:0081d002 Tex 2x TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if (v.a < 0.002) discard; gl_FragColor = v; } vs: 01f10000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ソウルキャリバー Broken Destiny v1.6.3-492-g9fddfff66 2020-07-06 Error in shader program link: info: Invalid vertex shader. Link cannot proceed. fs: 00000000:00800002 Tex 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01000000:00000910 HWX T Tex Light: (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ソウルキャリバー Broken Destiny v1.6.3-492-g9fddfff66 2020-07-06 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:60: 'f' : Syntax error: syntax error ERROR: 1 compilation errors. No code generated. 01f10000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ソウルキャリバー Broken Destiny v1.6.3-492-g9fddfff66 2020-07-06 Error in shader program link: info: Invalid vertex shader. Link cannot proceed. fs: 00000000:00800002 Tex 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01f30000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ソウルキャリバー Broken Destiny v1.6.3-492-g9fddfff66 2020-07-06 Error in shader program link: info: Invalid vertex shader. Link cannot proceed. fs: 00000000:05800002 Tex 2x StenToAlpha Sten0 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = vec4(v.rgb, 0.0); } vs: 01f30000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ソウルキャリバー Broken Destiny v1.6.3-492-g9fddfff66 2020-07-06 Error in shader program link: info: Invalid vertex shader. Link cannot proceed. fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01000000:00000918 HWX C T Tex Light: (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ソウルキャリバー Broken Destiny v1.6.3-492-g9fddfff66 2020-06-16 MIPSCompileOp: Invalid instruction 41e8accb
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001e8!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000012c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000158!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000254!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000002d0!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000114!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000029c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000432!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000000b4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000045c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000002a6!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000000a4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000294!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001f8!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000022a!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000003d4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000168!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000394!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000002d4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000094!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000021c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001b0!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000204!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000414!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000360!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000314!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001a0!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000350!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000040c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000003ac!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000214!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000000f8!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000284!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000047a!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000344!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000064!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000354!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001e4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000011c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000234!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000274!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001a4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001d4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000009e!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000019c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001e2!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000240!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000025e!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000000d4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000002c4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000044!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000054!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000000fe!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000288!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000000d8!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000154!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000008c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000000dc!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000104!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000015c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000120!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001dc!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000034c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000035c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000025c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000024!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000074!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000304!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000003e4!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000224!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000006c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000002fc!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000384!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000022c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 00000194!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000005c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000001ec!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000002c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 0000026c!
ソウルキャリバー Broken Destiny v1.9.4 2020-03-30 Bad vertex address 000002ac!
ソウルキャリバー Broken Destiny v1.6.2 2020-03-29 Bad vertex address 00b60884!
ソウルキャリバー Broken Destiny v1.6.2 2020-03-29 Bad vertex address 00b603d4!
ソウルキャリバー Broken Destiny v1.6.2 2020-03-29 Bad vertex address 00b5f4d4!
ソウルキャリバー Broken Destiny v1.6.2 2020-03-29 Bad vertex address 00b6045c!
ソウルキャリバー Broken Destiny v1.6.2 2020-03-29 Bad vertex address 00b5fac4!
ソウルキャリバー Broken Destiny v1.6.2 2020-03-29 Bad vertex address 00b5f2f4!
ソウルキャリバー Broken Destiny v1.6.2 2020-03-29 Bad vertex address 00b604c4!
ソウルキャリバー Broken Destiny v1.6.2 2020-03-29 Bad vertex address 00b60424!
ソウルキャリバー Broken Destiny v1.6.2 2020-03-29 Bad vertex address 00b60244!