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 v1.17.1 2024-03-20 Branch in JumpReg delay slot at 08f6c08c in block starting at 08f6c044
ナルティメットアクセル3 v1.17.1 2024-03-20 MIPSCompileOp: Invalid instruction 01069701
ナルティメットアクセル3 v1.17.1 2024-03-22 sceKernelLoadModule: unsupported options size=00000014, flags=08821c30, pos=0, access=1, data=1, text=1
ナルティメットアクセル3 v1.4.2-425-g7a7ccee5e 2024-03-08 __KernelStopThread: thread 1706 does not exist
ナルティメットアクセル3 v1.17.1 2024-03-08 sceKernelLoadModule: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=1, text=1
ナルティメットアクセル3 v1.17.1 2024-03-08 sceKernelLoadModule: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
ナルティメットアクセル3 v1.17.1 2024-03-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
ナルティメットアクセル3 v1.17.1 2024-03-07 00000000=sceUtilityScreenshotInitStart(09a73f68)
ナルティメットアクセル3 v1.4.2-425-g7a7ccee5e 2024-03-01 __KernelStopThread: thread 1237 does not exist
ナルティメットアクセル3 v1.17.1 2024-02-29 UNIMPL sceIoDevctl("disc0:/PSP_GAME/USRDIR", 02425823, 00000000, 0, 09fff660, 4)
ナルティメットアクセル3 v1.17.1 2024-02-26 Can't draw: No current render step. Step count: 0
ナルティメットアクセル3 v1.11.3 2024-02-21 Unexpected mpeg first timestamp: 36931a21cd3 / 3750339157203
ナルティメットアクセル3 v1.15.4 2024-02-20 00000000=sceUtilityScreenshotInitStart(09a7bf18)
ナルティメットアクセル3 v1.15.3 2024-02-11 00000000=sceUtilityScreenshotInitStart(09a71658)
ナルティメットアクセル3 v1.15.3 2024-02-11 sceNetAdhocMatchingInit(131072) at 0888aa24
ナルティメットアクセル3 v1.16.6 2024-02-05 sceNetAdhocMatchingInit(9816) at 088fc4e8
ナルティメットアクセル3 v1.16.6 2024-01-28 00000000=sceUtilityScreenshotInitStart(09a7bf88)
ナルティメットアクセル3 v1.16.6 2024-01-27 00000000=sceUtilityScreenshotInitStart(09a77768)
ナルティメットアクセル3 v1.16.6 2024-01-06 00000000=sceUtilityScreenshotInitStart(09a7d308)
ナルティメットアクセル3 v1.16.6 2023-12-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0880defc, pos=0, access=1, data=2, text=2
ナルティメットアクセル3 v1.16.6 2023-12-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
ナルティメットアクセル3 v1.16.6 2023-12-27 00000000=sceUtilityScreenshotInitStart(09888898)
ナルティメットアクセル3 v1.16.6 2023-12-13 __KernelStopThread: thread 315 does not exist (helper deleted)
ナルティメットアクセル3 v1.11.3 2023-11-29 sceKernelLoadModule: unsupported options size=00000014, flags=08880000, pos=0, access=1, data=2, text=2
ナルティメットアクセル3 v1.16.6 2023-11-15 00000000=sceUtilityScreenshotInitStart(09877468)
ナルティメットアクセル3 v1.16.5 2023-11-14 00000400=sceGeEdramSetAddrTranslation(00000800)
ナルティメットアクセル3 v1.15.3 2023-10-26 00000000=sceUtilityScreenshotInitStart(09a7c1e8)
ナルティメットアクセル3 v1.15.4 2023-10-18 00000000=sceUtilityScreenshotInitStart(09879b68)
ナルティメットアクセル3 v1.9.4 2023-10-14 00000000=sceUtilityScreenshotInitStart(09889d28)
ナルティメットアクセル3 v1.11.3 2023-10-07 sceDmacMemcpy(dest=093b5e40, src=092fb130, size=557056): overlapping read
ナルティメットアクセル3 v1.10.3 2023-10-05 sceDmacMemcpy(dest=09617b00, src=0930f970, size=557056): overlapping read
ナルティメットアクセル3 v1.16.5 2023-10-02 __KernelStopThread: thread 308 does not exist (helper deleted)
ナルティメットアクセル3 v1.16.3 2023-09-26 00000000=sceUtilityScreenshotInitStart(09a75fd8)
ナルティメットアクセル3 v1.9.4 2023-09-18 __KernelStopThread: thread 3972 does not exist
ナルティメットアクセル3 v1.10.3 2023-09-16 00000000=sceUtilityScreenshotInitStart(09a7ab18)
ナルティメットアクセル3 v1.10.3 2023-09-16 00000000=sceUtilityScreenshotInitStart(09a78de8)
ナルティメットアクセル3 v1.15.3 2023-09-13 00000000=sceUtilityScreenshotInitStart(09a7d388)
ナルティメットアクセル3 v1.6.3 2023-09-13 __KernelStopThread: thread 1797 does not exist
ナルティメットアクセル3 v1.6.3 2023-09-11 __KernelStopThread: thread 1343 does not exist
ナルティメットアクセル3 v1.15.4 2023-09-04 00000000=sceUtilityScreenshotInitStart(0988b2e8)
ナルティメットアクセル3 v1.9.0 2023-09-03 ReadFromHardware: Invalid address 006a0586 near PC 08000000 LR 08000000
ナルティメットアクセル3 v1.9.0 2023-09-03 ReadFromHardware: Invalid address 126a073b near PC 08000000 LR 08000000
ナルティメットアクセル3 v1.15.4 2023-08-22 00000000=sceUtilityScreenshotInitStart(09880bd8)
ナルティメットアクセル3 v1.15.4 2023-08-18 Unimplemented HLE function sceNetInetInetNtop
ナルティメットアクセル3 v1.10.3 2023-08-11 00000000=sceUtilityScreenshotInitStart(09a62998)
ナルティメットアクセル3 v1.15.4 2023-07-30 __KernelStopThread: thread 361 does not exist (helper deleted)
ナルティメットアクセル3 v1.10.3 2023-07-22 __KernelStopThread: thread 665 does not exist
ナルティメットアクセル3 v1.15.4 2023-07-16 sceDmacMemcpy(dest=093f44c0, src=09287950, size=557056): overlapping read
ナルティメットアクセル3 v1.8.0 2023-06-28 __KernelStopThread: thread 3013 does not exist
ナルティメットアクセル3 v1.15.4 2023-06-24 00000000=sceUtilityScreenshotInitStart(09a7d488)
ナルティメットアクセル3 v1.15.4 2023-06-23 00000000=sceUtilityScreenshotInitStart(09878628)
ナルティメットアクセル3 v1.15.4 2023-06-19 sceDmacMemcpy(dest=095e6540, src=0930f970, size=557056): overlapping read
ナルティメットアクセル3 v1.15.4 2023-06-19 00000000=sceUtilityScreenshotInitStart(09a75f88)
ナルティメットアクセル3 v1.15.4 2023-05-30 sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=20, data=0, text=0
ナルティメットアクセル3 v1.15.4 2023-09-05 00000400=sceGeEdramSetAddrTranslation(00000400)
ナルティメットアクセル3 v1.15.4 2023-05-30 sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=-80, data=0, text=0
ナルティメットアクセル3 v1.9.4 2023-05-12 WriteToHardware: Invalid address 00000082 near PC 0884c024 LR 0884c0f0
ナルティメットアクセル3 v1.14.4 2023-05-11 80020190=sceKernelCreateThread(LoadDecode, 088d0b5c, 0000006e, 12288, 00004000, 00000000): out of memory, 00003000 stack requested
ナルティメットアクセル3 v1.6.3 2023-05-10 sceDmacMemcpy(dest=093f60f0, src=0931f030, size=557056): overlapping read
ナルティメットアクセル3 v1.9.4 2023-05-10 WriteToHardware: Invalid address 00000082 near PC 08000104 LR 09f952c0
ナルティメットアクセル3 v1.9.4 2023-05-10 WriteToHardware: Invalid address 00000082 near PC 088c7e94 LR 088c7e94
ナルティメットアクセル3 v1.14.4 2023-05-08 Replacement rowPitch=1024, but w=3600 (level=0)
ナルティメットアクセル3 v1.14.4 2023-05-06 00000000=sceUtilityScreenshotInitStart(09883468)
ナルティメットアクセル3 v1.4.2-425-g7a7ccee5e 2023-04-30 Error in shader program link: info: Fragment shader(s) failed to link, vertex shader(s) failed to link. ERROR: Varying v_color1 read in fragment shader, but not written to in vertex shader. ERROR: Varying v_color1 read in fragment shader, but not written to in vertex shader. / fs: #version 110 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } / vs: #version 110 #extension GL_EXT_gpu_shader4 : enable #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { 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 2023-04-21 Replacement rowPitch=1024, but w=2404 (level=0)
ナルティメットアクセル3 v1.16.5 2023-10-05 WriteToHardware: Invalid address 00000082 near PC 088627e4 LR 0885fbc4
ナルティメットアクセル3 v1.6.3 2023-04-06 00000000=sceUtilityScreenshotInitStart(09a75398)
ナルティメットアクセル3 v1.14.4 2023-04-03 00000000=sceUtilityScreenshotInitStart(09879c68)
ナルティメットアクセル3 v1.6.3 2023-04-02 sceDmacMemcpy(dest=09435dc0, src=0931efb0, size=557056): overlapping read
ナルティメットアクセル3 v1.6.3 2023-04-03 sceDmacMemcpy(dest=09663fd0, src=0948f5a0, size=557056): overlapping read
ナルティメットアクセル3 v1.14.4 2023-03-27 Replacement rowPitch=512, but w=516 (level=0)
ナルティメットアクセル3 v1.6.3 2023-03-26 __KernelStopThread: thread 829 does not exist
ナルティメットアクセル3 v1.12.2 2023-03-21 WriteToHardware: Invalid address 00000082 near PC 088baa34 LR 088baa00
ナルティメットアクセル3 v1.14.4 2023-03-19 00000000=sceUtilityScreenshotInitStart(09878768)
ナルティメットアクセル3 v1.14.4 2023-03-10 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
ナルティメットアクセル3 v1.14.4 2023-03-07 00000000=sceUtilityScreenshotInitStart(09889ac8)
ナルティメットアクセル3 v1.14.4 2023-03-07 00000000=sceUtilityScreenshotInitStart(0988b698)
ナルティメットアクセル3 v1.14.4 2023-03-07 00000000=sceUtilityScreenshotInitStart(098831e8)
ナルティメットアクセル3 v1.14.4 2023-03-06 00000000=sceUtilityScreenshotInitStart(09a73e18)
ナルティメットアクセル3 v1.14.4 2023-03-04 00000000=sceUtilityScreenshotInitStart(09a6d4e8)
ナルティメットアクセル3 v1.14.1 2023-02-25 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:71: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:74: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:120: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:121: 'comp' : redefinition ERROR: 0:122: 'type' : redefinition ERROR: 0:123: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:169: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'co 01000000:80000100 HWX Light: LightUberShader #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)) // 01000000:80000100 HWX Light: LightUberShader 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) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { 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*dis
ナルティメットアクセル3 v1.12.3 2023-02-21 sceDmacMemcpy(dest=09631560, src=0947ff60, size=557056): overlapping read
ナルティメットアクセル3 v1.14.4 2023-02-19 Replacement rowPitch=512, but w=520 (level=0)
ナルティメットアクセル3 v1.14.4 2023-02-19 Replacement rowPitch=512, but w=1032 (level=0)
ナルティメットアクセル3 v1.14.1 2023-02-19 00000000=sceUtilityScreenshotInitStart(09a74ce8)
ナルティメットアクセル3 v1.14.1 2023-02-18 00000000=sceUtilityScreenshotInitStart(09a73c28)
ナルティメットアクセル3 v1.9.0 2023-02-14 WriteToHardware: Invalid address 00000086 near PC 0887daf4 LR 0887d81c
ナルティメットアクセル3 v1.14.4 2023-02-12 00000000=sceUtilityScreenshotInitStart(09a7d568)
ナルティメットアクセル3 v1.9.0 2023-03-24 WriteToHardware: Invalid address 00000086 near PC 0885ec30 LR 0885ec30
ナルティメットアクセル3 v1.9.0 2023-02-07 WriteToHardware: Invalid address 00000086 near PC 088835dc LR 08883508
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 2023-05-19 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 v1.14.4 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