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Game title |
Version |
Latest Report |
Message |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
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);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
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;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if ( |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:121: 'comp' : redefinition
ERROR: 0:122: 'type' : redefinition
ERROR: 0:170: 'comp' : redefinition
ERROR: 0:171: 'type' : redefinition
ERROR: 0:219: 'comp' : redefinition
ERROR: 0:220: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000120 HWX Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000120 HWX Light: LightUberShader Cull
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
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;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspe |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-03 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
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);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
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 {
lig |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-03 |
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:16: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1 compilation errors. No code generated.
reinterpret
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec2 val) {
return uint(val.r * 255.99) | (uint(val.g * 255.99) << 8u);
}
vec4 unpackColor(uint color) {
vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);
outColor.rgb *= 1.0 / 31.0;
outColor.a = float(color >> 15);
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
out vec4 fragColor0;
void main() {
vec4 val = texture(tex, v_texcoord.xy);
float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0);
vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba));
fragColor0 = outColor;
}
|
ナルティメットアクセル3 |
v1.14.4 |
2023-02-03 |
Replacement rowPitch=512, but w=2048 (level=0) |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-02 |
Replacement rowPitch=1024, but w=2048 (level=0) |
ナルティメットアクセル3 |
v1.9.0 |
2023-02-02 |
WriteToHardware: Invalid address 00000086 near PC 0885730c LR 088572d4 |
ナルティメットアクセル3 |
v1.6.3 |
2023-01-31 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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) discard;
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;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
ナルティメットアクセル3 |
v1.14.4 |
2023-01-29 |
00000000=sceUtilityScreenshotInitStart(09a73d68) |
ナルティメットアクセル3 |
v1.14.3 |
2023-01-27 |
UI scissor out of bounds in GameSettingsScreen: 299,0-1210,720 / 1436,720 |
ナルティメットアクセル3 |
v1.14.1 |
2023-01-26 |
UI scissor out of bounds in GamePauseScreen: 650,40-400,2120 / 2160,1080 |
ナルティメットアクセル3 |
v1.14.1 |
2023-01-26 |
UI scissor out of bounds in GamePauseScreen: 0,40-630,2120 / 2160,1080 |
ナルティメットアクセル3 |
v1.14.1 |
2023-01-25 |
UI scissor out of bounds in GameSettingsScreen: 344,0-1203,720 / 1464,720 |
ナルティメットアクセル3 |
v1.14.4 |
2023-01-18 |
00000000=sceUtilityScreenshotInitStart(09a72928) |
ナルティメットアクセル3 |
v1.14.4 |
2023-01-14 |
00000000=sceUtilityScreenshotInitStart(09a73fd8) |
ナルティメットアクセル3 |
v1.14.4 |
2023-01-09 |
__KernelStopThread: thread 314 does not exist (helper deleted) |
ナルティメットアクセル3 |
v1.14.2 |
2023-01-08 |
UI scissor out of bounds in GameSettingsScreen: 166,0-843,600 / 960,600 |
ナルティメットアクセル3 |
v1.14.4 |
2023-01-07 |
00000000=sceUtilityScreenshotInitStart(09a65308) |
ナルティメットアクセル3 |
v1.14.2 |
2023-01-02 |
sceIoAssign(memstick:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0) |
ナルティメットアクセル3 |
v1.9.0 |
2022-12-29 |
WriteToHardware: Invalid address 00000086 near PC 0885a8fc LR 0884d0d0 |
ナルティメットアクセル3 |
v1.12.3 |
2022-12-24 |
Ignoring possible texturing from framebuffer at 041fc000 +0x64 / 64x272 |
ナルティメットアクセル3 |
v1.12.3 |
2022-12-24 |
Using texture with rendered CLUT: texfmt=5, clutfmt=3 |
ナルティメットアクセル3 |
v1.11.3 |
2022-12-18 |
Failed decrypting the PRX (ret = -4, size = 5404973, psp_size = 5405312)! |
ナルティメットアクセル3 |
v1.9.0 |
2022-12-07 |
WriteToHardware: Invalid address 00000086 near PC 088296bc LR 088296bc |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-19 |
WriteToHardware: Invalid address 00000086 near PC 08807e74 LR 08808034 |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-14 |
WriteToHardware: Invalid address 00000086 near PC 08885e78 LR 08886374 |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-12 |
00000000=sceUtilityScreenshotInitStart(09878638) |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-11 |
WriteToHardware: Invalid address 00000086 near PC 0887decc LR 0887de8c |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-05 |
WriteToHardware: Invalid address 00000086 near PC 08858fc8 LR 08857f54 |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-31 |
WriteToHardware: Invalid address 00000086 near PC 08808354 LR 08808354 |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-30 |
WriteToHardware: Invalid address 00000086 near PC 08862b30 LR 0885fbc4 |
ナルティメットアクセル3 |
v1.13.2 |
2022-10-29 |
sceDmacMemcpy(dest=040cc080, src=08db9e90, size=4096): overlapping read |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-27 |
WriteToHardware: Invalid address 00000086 near PC 088628ec LR 0885fbc4 |
ナルティメットアクセル3 |
v1.13.2 |
2022-10-24 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f829b0, 00000002) |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-19 |
WriteToHardware: Invalid address 00000086 near PC 08862800 LR 0885fbc4 |
ナルティメットアクセル3 |
v1.13.2 |
2022-10-17 |
WriteToHardware: Invalid address 00000086 near PC 0882520c LR 0882520c |
ナルティメットアクセル3 |
v1.9.0 |
2022-11-03 |
WriteToHardware: Invalid address 00000086 near PC 08862a14 LR 0885fbc4 |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-15 |
WriteToHardware: Invalid address 00000086 near PC 08808270 LR 08808694 |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-14 |
WriteToHardware: Invalid address 00000086 near PC 088082dc LR 0880829c |
ナルティメットアクセル3 |
v1.9.0 |
2022-10-11 |
WriteToHardware: Invalid address 00000082 near PC 08858fc8 LR 08857f54 |
ナルティメットアクセル3 |
v1.13.2 |
2022-10-04 |
WriteToHardware: Invalid address 00000082 near PC 088a2540 LR 088a2540 |
ナルティメットアクセル3 |
v1.9.4 |
2022-10-02 |
Unknown GetPointer 00000000 PC 08815f14 LR 08000020 |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 00005150): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 0000b190): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 0000ba50): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 00001cd0): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
80630006=sceAtracSetData(2, 08d4b180, 00007338): invalid RIFF header |
ナルティメットアクセル3 |
v1.12.3 |
2022-10-01 |
Rendering to framebuffer offset: 040cc000 +65x0 |
ナルティメットアクセル3 |
v1.13.1 |
2022-09-26 |
sceDmacMemcpy(dest=09630f20, src=0947ff60, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.13.2 |
2022-09-16 |
00000000=sceUtilityScreenshotInitStart(09889d08) |
ナルティメットアクセル3 |
v1.13.2 |
2022-09-13 |
WriteToHardware: Invalid address 00000082 near PC 08886284 LR 08886284 |
ナルティメットアクセル3 |
v1.13.2 |
2022-09-13 |
sceNetAdhocMatchingInit(65536) at 08864640 |
ナルティメットアクセル3 |
v1.13.1 |
2022-09-12 |
00000000=sceUtilityScreenshotInitStart(09888a18) |
ナルティメットアクセル3 |
v1.9.0 |
2022-08-28 |
ReadFromHardware: Invalid address 006a2720 near PC 08000000 LR 08000000 |
ナルティメットアクセル3 |
v1.13.1 |
2022-08-20 |
00000000=sceUtilityScreenshotInitStart(09a6d468) |
ナルティメットアクセル3 |
v1.12.3 |
2022-08-14 |
00000000=sceUtilityScreenshotInitStart(09a7c428) |
ナルティメットアクセル3 |
v1.12.3 |
2022-08-14 |
00000000=sceUtilityScreenshotInitStart(09a7c068) |
ナルティメットアクセル3 |
v1.13.1 |
2022-08-11 |
00000000=sceUtilityScreenshotInitStart(09a7ca58) |
ナルティメットアクセル3 |
v1.13.1 |
2022-08-10 |
00000000=sceUtilityScreenshotInitStart(09a729a8) |
ナルティメットアクセル3 |
v1.6.3 |
2022-08-10 |
Render to area containing texture at 00162000 +256x0 |
ナルティメットアクセル3 |
v1.6.3 |
2022-08-10 |
Ignoring possible render to texture at 00161800 +0x64 / 480x272 |
ナルティメットアクセル3 |
v1.11.3 |
2022-08-07 |
00000000=sceUtilityScreenshotInitStart(09a6d598) |
ナルティメットアクセル3 |
v1.4-56-gb1a530b |
2022-08-03 |
00000000=sceUtilityScreenshotInitStart(09a56098) |
ナルティメットアクセル3 |
v1.12.3 |
2022-08-03 |
00000000=sceUtilityScreenshotInitStart(09888ae8) |
ナルティメットアクセル3 |
v1.13.1 |
2022-07-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851792 |
ナルティメットアクセル3 |
v1.13.1 |
2022-07-31 |
Unimplemented HLE function sceNetResolverCreate |
ナルティメットアクセル3 |
v1.13.1 |
2022-07-31 |
Unimplemented HLE function sceNetResolverTerm |
ナルティメットアクセル3 |
v1.12.3 |
2022-07-31 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000161, pos=0, access=1, data=2, text=2 |
ナルティメットアクセル3 |
v1.12.3 |
2022-07-26 |
00000000=sceUtilityScreenshotInitStart(09a7aed8) |
ナルティメットアクセル3 |
v1.14.4 |
2023-02-05 |
sceNetAdhocMatchingInit(32768) at 088cca68 |
ナルティメットアクセル3 |
v1.7.1 |
2022-07-20 |
00000000=sceUtilityScreenshotInitStart(09a75ea8) |
ナルティメットアクセル3 |
v1.7.1 |
2022-07-19 |
00000000=sceUtilityScreenshotInitStart(09879928) |
ナルティメットアクセル3 |
v1.7.1 |
2022-07-19 |
sceDmacMemcpy(dest=09642d80, src=09481020, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.12.3 |
2022-07-14 |
sceDmacMemcpy(dest=094303e0, src=0928f280, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.12.3 |
2022-07-08 |
00000000=sceUtilityScreenshotInitStart(09a7af48) |
ナルティメットアクセル3 |
v1.12.3 |
2022-07-08 |
MFIC instruction hit (70020024) at 08908ed8 |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-27 |
Jump to invalid address: 0245d9a0 |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-27 |
Jump to invalid address: 023ccd20 |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-27 |
Jump to invalid address: 03f28100 |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-27 |
Jump to invalid address: 02457e60 |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-27 |
Jump to invalid address: 033b5a70 |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-27 |
Jump to invalid address: 07ffca60 |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-27 |
Jump to invalid address: 02467120 |
ナルティメットアクセル3 |
v1.11.3 |
2022-06-26 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f909b0, 00000002) |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-24 |
sceDmacMemcpy(dest=095e6510, src=09287930, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.11.3 |
2022-06-20 |
sceDmacMemcpy(dest=09403bc0, src=09287950, size=557056): overlapping read |
ナルティメットアクセル3 |
v1.11.3 |
2022-06-19 |
WriteToHardware: Invalid address 3f240004 near PC 0880829c LR 0880829c |
ナルティメットアクセル3 |
v1.11.3 |
2022-06-19 |
Unknown GE command : 59858325 |
ナルティメットアクセル3 |
v1.11.3 |
2022-06-19 |
ReadFromHardware: Invalid address 0f8f8f9f near PC 0887b04c LR 0887b08c |
ナルティメットアクセル3 |
v1.11.3 |
2022-06-19 |
ReadFromHardware: Invalid address 0f8f8f8f near PC 08817618 LR 0887b08c |
ナルティメットアクセル3 |
v1.4-2-g648bc5d |
2022-06-18 |
00000000=sceUtilityScreenshotInitStart(09a6c088) |
ナルティメットアクセル3 |
v1.9.0 |
2022-06-16 |
ReadFromHardware: Invalid address 001d16a8 near PC 08000000 LR 08000000 |
ナルティメットアクセル3 |
v1.10.3 |
2022-09-12 |
80020190=sceNetAdhocInit(): out of memory, 00001000 stack requested |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-12 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064 |
ナルティメットアクセル3 |
v1.11 |
2022-06-10 |
00000000=sceUtilityScreenshotInitStart(09a6c048) |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-05 |
00000000=sceUtilityScreenshotInitStart(09a7add8) |
ナルティメットアクセル3 |
v1.12.3 |
2022-06-02 |
00000000=sceUtilityScreenshotInitStart(09a72258) |
ナルティメットアクセル3 |
v1.10.2 |
2022-05-30 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143861348 |