Recent logs - ナルティメットアクセル3

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Game title Version Latest Report Message
ナルティメットアクセル3 v1.8.0 2019-08-23 sceDmacMemcpy(dest=09617b00, src=09287950, size=557056): overlapping read
ナルティメットアクセル3 v1.8.0 2019-08-20 00000000=sceUtilityScreenshotInitStart(09a7c1a8)
ナルティメットアクセル3 v1.6.3 2019-08-20 __KernelStopThread: thread 2751 does not exist
ナルティメットアクセル3 v1.8.0 2019-08-19 WriteToHardware: Invalid address 00000082 near PC 08862b40 LR 0885fbc4
ナルティメットアクセル3 v1.8.0 2019-08-18 sceDmacMemcpy(dest=093b6c90, src=09287950, size=557056): overlapping read
ナルティメットアクセル3 v1.8.0 2019-08-17 Unknown GetPointer 00000000 PC 0885b070 LR 0885a8d8
ナルティメットアクセル3 v1.8.0 2019-08-17 __KernelStopThread: thread 1716 does not exist
ナルティメットアクセル3 v1.8.0 2019-08-17 __KernelStopThread: thread 1456 does not exist
ナルティメットアクセル3 v1.8.0 2019-08-17 Unknown GetPointer 00000000 PC 0883780c LR 0883780c
ナルティメットアクセル3 v1.6.3 2019-08-15 00000000=sceUtilityScreenshotInitStart(098786a8)
ナルティメットアクセル3 v1.8.0 2019-08-13 __KernelStopThread: thread 2501 does not exist
ナルティメットアクセル3 v1.8.0 2019-08-12 __KernelStopThread: thread 2110 does not exist
ナルティメットアクセル3 v1.8.0 2019-08-12 __KernelStopThread: thread 2012 does not exist
ナルティメットアクセル3 v1.8.0 2019-08-12 __KernelStopThread: thread 1930 does not exist
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-08 00000000=sceUtilityScreenshotInitStart(09a74ba8)
ナルティメットアクセル3 v1.8.0 2019-08-07 00000000=sceUtilityScreenshotInitStart(09a7be68)
ナルティメットアクセル3 v1.8.0 2019-08-07 00000000=sceUtilityScreenshotInitStart(09a73ab8)
ナルティメットアクセル3 v1.4-56-gb1a530b 2019-08-07 00000000=sceUtilityScreenshotInitStart(09a72c88)
ナルティメットアクセル3 v1.4-56-gb1a530b 2019-08-07 00000000=sceUtilityScreenshotInitStart(09a728c8)
ナルティメットアクセル3 v1.8.0 2019-08-06 00000000=sceUtilityScreenshotInitStart(09a7bfe8)
ナルティメットアクセル3 v1.8.0 2019-08-06 00000000=sceUtilityScreenshotInitStart(09a7c1d8)
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-05 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00000000 #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ナルティメットアクセル3 v1.4.2-199-g3249d81 2019-08-04 00000000=sceUtilityScreenshotInitStart(09a754f8)
ナルティメットアクセル3 v1.4.2-199-g3249d81 2019-08-04 WriteToHardware: Invalid address 00000082 near PC 088aaa30 LR 088aaa30
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0000d000 AlphaTest > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 03070000:41000100 HWX Bones:5 Light: MatUp:7 WScale 1 (failed) #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(0.0, 0.0, 1.0, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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); 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000002 Tex 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); gl_FragColor = v; } vs: 00000000:00000b18 HWX C T N Tex (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 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; v_color0 = color0; 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00200002 Tex Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; 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); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 03070000:41000b14 HWX T N Fog Tex Bones:5 Light: MatUp:7 WScale 1 (failed) #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader compilation: info: 0:42: L0001: Expected token ')', found 'identifier' 03070000:41000b14 HWX T N Fog Tex Bones:5 Light: MatUp:7 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000002 Tex 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); gl_FragColor = v; } vs: 03070000:41000b10 HWX T N Tex Bones:5 Light: MatUp:7 WScale 1 (failed) #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 03070000:41000100 HWX Bones:5 Light: MatUp:7 WScale 1 (failed) #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(0.0, 0.0, 1.0, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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); 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader compilation: info: 0:39: L0001: Expected token ')', found 'identifier' 03070000:41000b10 HWX T N Tex Bones:5 Light: MatUp:7 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader compilation: info: 0:34: L0001: Expected token ')', found 'identifier' 03070000:41000100 HWX Bones:5 Light: MatUp:7 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(0.0, 0.0, 1.0, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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); 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0020d002 Tex Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; 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); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 03070000:41800b14 HWX T N Fog Tex Bones:7 Light: MatUp:7 WScale 1 (failed) #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0020d002 Tex Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; 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); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 03070000:41400b14 HWX T N Fog Tex Bones:6 Light: MatUp:7 WScale 1 (failed) #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-08-03 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0020d002 Tex Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; 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); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 03070000:40c00b14 HWX T N Fog Tex Bones:4 Light: MatUp:7 WScale 1 (failed) #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
ナルティメットアクセル3 v1.8.0 2019-08-01 WriteToHardware: Invalid address 0000007c near PC 08000000 LR 08000000
ナルティメットアクセル3 v1.4-56-gb1a530b 2019-07-31 ReadFromHardware: Invalid address b2201f86 near PC 08000000 LR 08000000
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-07-23 Error in shader program link: info: (unknown reason) fs: 00010000:0080d002 Tex 2x TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(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); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ナルティメットアクセル3 v1.8.0 2019-07-23 00000000=sceUtilityScreenshotInitStart(09879e58)
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-07-22 Error in shader program link: info: (unknown reason) fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ナルティメットアクセル3 v1.7.5 2019-07-21 00000000=sceUtilityScreenshotInitStart(09a731c8)
ナルティメットアクセル3 v1.7.5 2019-07-21 00000000=sceUtilityScreenshotInitStart(09a728a8)
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-07-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ナルティメットアクセル3 v1.8.0 2019-07-19 00000000=sceUtilityScreenshotInitStart(09878648)
ナルティメットアクセル3 v1.8.0 2019-07-19 __KernelStopThread: thread 3414 does not exist
ナルティメットアクセル3 v1.7.5 2019-07-16 __KernelStopThread: thread 4296 does not exist
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-07-14 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00010000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #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 = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; gl_FragColor = v; } vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 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 * u_matambientalpha + 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 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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; }
ナルティメットアクセル3 v1.8.0 2019-08-09 sceDmacMemcpy(dest=095e6540, src=09287950, size=557056): overlapping read
ナルティメットアクセル3 v1.8.0 2019-07-10 00000000=sceUtilityScreenshotInitStart(09889cb8)
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-07-10 Error in shader program link: info: (unknown reason) fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ナルティメットアクセル3 v1.8.0 2019-07-10 Unknown GetPointer 00000000 PC 08815ef4 LR 08000020
ナルティメットアクセル3 v1.7.5 2019-07-06 __KernelStopThread: thread 3144 does not exist
ナルティメットアクセル3 v1.8.0 2019-07-04 00000000=sceUtilityScreenshotInitStart(097a1268)
ナルティメットアクセル3 v1.8.0 2019-07-02 00000000=sceUtilityScreenshotInitStart(09a73348)
ナルティメットアクセル3 v1.8.0 2019-07-02 00000000=sceUtilityScreenshotInitStart(09a729c8)
ナルティメットアクセル3 v1.6.3 2019-06-27 00000000=sceUtilityScreenshotInitStart(09a75298)
ナルティメットアクセル3 v1.8.0 2019-06-27 WriteToHardware: Invalid address 00000082 near PC 088627ec LR 0885fbc4
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-06-24 Error in shader program link: info: (unknown reason) fs: 00014000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
ナルティメットアクセル3 v1.8.0 2019-06-20 00000000=sceUtilityScreenshotInitStart(09a752a8)
ナルティメットアクセル3 v1.8.0 2019-06-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000136, pos=0, access=1, data=2, text=2
ナルティメットアクセル3 v1.8.0 2019-06-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
ナルティメットアクセル3 v1.8.0 2019-06-17 __KernelStopThread: thread 3249 does not exist
ナルティメットアクセル3 v1.8.0 2019-06-15 00000000=sceUtilityScreenshotInitStart(09883488)
ナルティメットアクセル3 v1.8.0 2019-06-13 __KernelStopThread: thread 2182 does not exist
ナルティメットアクセル3 v1.8.0 2019-06-12 __KernelStopThread: thread 2164 does not exist
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-06-12 sceDmacMemcpy(dest=09461190, src=09351150, size=557056): overlapping read
ナルティメットアクセル3 v1.8.0 2019-06-11 WriteToHardware: Invalid address 00000082 near PC 08858fc0 LR 088573c4
ナルティメットアクセル3 v1.8.0 2019-06-03 00000000=sceUtilityScreenshotInitStart(09a72b58)
ナルティメットアクセル3 v1.4-56-gb1a530b 2019-06-01 ReadFromHardware: Invalid address 9b1d1269 near PC 088bc09c LR 088bc084
ナルティメットアクセル3 v1.4-56-gb1a530b 2019-05-27 00000000=sceUtilityScreenshotInitStart(098d0558)
ナルティメットアクセル3 v1.8.0 2019-05-25 00000000=sceUtilityScreenshotInitStart(09a7c2d8)
ナルティメットアクセル3 v1.8.0 2019-05-24 00000000=sceUtilityScreenshotInitStart(09a74898)
ナルティメットアクセル3 v1.8.0 2019-05-24 00000000=sceUtilityScreenshotInitStart(098834e8)
ナルティメットアクセル3 v1.6.3 2019-05-21 __KernelStopThread: thread 1524 does not exist
ナルティメットアクセル3 v1.8.0 2019-05-18 00000000=sceUtilityScreenshotInitStart(0988b4d8)
ナルティメットアクセル3 v1.8.0 2019-05-14 __KernelStopThread: thread 2214 does not exist
ナルティメットアクセル3 v1.8.0 2019-05-11 __KernelStopThread: thread 579 does not exist
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-05-08 WriteToHardware: Invalid address 000e1920 near PC 088cecd8 LR 088cecd8
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-05-07 00000000=sceUtilityScreenshotInitStart(09a762f8)
ナルティメットアクセル3 v1.8.0 2019-05-07 00000000=sceUtilityScreenshotInitStart(09a733c8)
ナルティメットアクセル3 v1.8.0 2019-05-07 00000000=sceUtilityScreenshotInitStart(09a72aa8)
ナルティメットアクセル3 v1.6.3 2019-05-06 __KernelStopThread: thread 4036 does not exist
ナルティメットアクセル3 v1.8.0 2019-05-05 __KernelStopThread: thread 596 does not exist
ナルティメットアクセル3 v1.8.0 2019-05-01 00000000=sceUtilityScreenshotInitStart(09879de8)
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2019-04-23 WriteToHardware: Invalid address 00000082 near PC 08823c74 LR 08823f48
ナルティメットアクセル3 v1.8.0 2019-04-18 00000000=sceUtilityScreenshotInitStart(09a74be8)
ナルティメットアクセル3 v1.8.0 2019-04-11 00000000=sceUtilityScreenshotInitStart(09882308)
ナルティメットアクセル3 v1.8.0 2019-04-11 00000000=sceUtilityScreenshotInitStart(09881f48)
ナルティメットアクセル3 v1.8.0 2019-08-12 Unknown GetPointer 00000000 PC 08000000 LR 08000000
ナルティメットアクセル3 v1.5.4 2019-04-08 __KernelStopThread: thread 731 does not exist
ナルティメットアクセル3 v1.8.0 2019-04-08 __KernelStopThread: thread 1140 does not exist
ナルティメットアクセル3 v1.7.5 2019-04-07 00000000=sceUtilityScreenshotInitStart(09a7caf8)
ナルティメットアクセル3 v1.7.5 2019-04-06 00000000=sceUtilityScreenshotInitStart(0988a6f8)
ナルティメットアクセル3 v1.7.5 2019-04-06 00000000=sceUtilityScreenshotInitStart(09889d18)
ナルティメットアクセル3 v1.8.0 2019-04-03 WriteToHardware: Invalid address 00000007 near PC 0888740c LR 0888741c
ナルティメットアクセル3 v1.8.0 2019-04-03 WriteToHardware: Invalid address 00000080 near PC 0888740c LR 0888741c
ナルティメットアクセル3 v1.4-56-gb1a530b 2019-04-02 ReadFromHardware: Invalid address 001d1268 near PC 08000100 LR 09f952c0
ナルティメットアクセル3 v1.8.0 2019-04-02 00000000=sceUtilityScreenshotInitStart(09a7d308)
ナルティメットアクセル3 v1.8.0 2019-04-01 00000000=sceUtilityScreenshotInitStart(09a74c08)
ナルティメットアクセル3 v1.7.5 2019-04-01 00000000=sceUtilityScreenshotInitStart(09a72d28)