Recent logs - 頭文字D STREET STAGE

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Game title Version Latest Report Message
頭文字D STREET STAGE v1.10.3 2020-08-01 sceDmacMemcpy(dest=0416aa00, src=09a7cc80, size=2048): overlapping read
頭文字D STREET STAGE v1.10.3 2020-07-18 sceDmacMemcpy(dest=041c8400, src=092b7400, size=8192): overlapping read
頭文字D STREET STAGE v1.10.3 2020-07-18 sceDmacMemcpy(dest=041a7c00, src=0944e6a0, size=4096): overlapping read
頭文字D STREET STAGE v1.10.2 2020-07-17 sceDmacMemcpy(dest=0416a200, src=09370400, size=2048): overlapping read
頭文字D STREET STAGE v1.9.3 2020-07-09 sceDmacMemcpy(dest=0415f600, src=094294c0, size=2048): overlapping read
頭文字D STREET STAGE v1.10.2 2020-07-09 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f38001:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 #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 lowp vec3 u_lightspecular0; 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 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 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 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 <= 0.0 || (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.xyzw = vec4(u_cullRangeMax.w); }
頭文字D STREET STAGE v1.10.2 2020-07-10 sceDmacMemcpy(dest=0416c200, src=0998a730, size=512): overlapping read
頭文字D STREET STAGE v1.10.1 2020-07-05 80630006=sceAtracSetDataAndGetID(09235440, 0002b4fc): invalid RIFF header
頭文字D STREET STAGE v1.10.1 2020-07-05 80630006=sceAtracSetDataAndGetID(098dce40, 0002b4fc): invalid RIFF header
頭文字D STREET STAGE v1.10.1 2020-07-05 80630006=sceAtracSetDataAndGetID(0993fd80, 0005e94c): invalid RIFF header
頭文字D STREET STAGE v1.10.1 2020-07-05 80630006=sceAtracSetDataAndGetID(09999a80, 0005e94c): invalid RIFF header
頭文字D STREET STAGE v1.10.1 2020-07-05 Unknown GetPointer 00000000 PC 088b9a68 LR 088b9a7c
頭文字D STREET STAGE v1.10.1 2020-07-05 Unknown GetPointer 00000000 PC 0883ed78 LR 0887b1fc
頭文字D STREET STAGE v1.10.1 2020-07-05 80630006=sceAtracSetDataAndGetID(09236280, 0002b4fc): invalid RIFF header
頭文字D STREET STAGE v1.8.0 2020-06-29 sceDmacMemcpy(dest=04158200, src=093c8430, size=32768): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-24 sceDmacMemcpy(dest=0416aa00, src=09b865c0, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-24 sceDmacMemcpy(dest=04164a00, src=099caac0, size=8192): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-24 sceDmacMemcpy(dest=0416aa00, src=0952b580, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-23 sceDmacMemcpy(dest=0416a200, src=093e9600, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-22 sceDmacMemcpy(dest=04168000, src=09b0a790, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-22 sceDmacMemcpy(dest=04168200, src=099ded70, size=16384): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-22 sceDmacMemcpy(dest=04165000, src=09a25940, size=8192): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-22 sceDmacMemcpy(dest=0416aa00, src=093ed6c0, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-21 sceDmacMemcpy(dest=0416f600, src=099c0b40, size=8192): overlapping read
頭文字D STREET STAGE v1.9.4 2020-06-21 sceDmacMemcpy(dest=04154000, src=0924d970, size=1024): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-21 sceDmacMemcpy(dest=0416aa00, src=094e2c00, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-20 sceDmacMemcpy(dest=0416a200, src=0939fd00, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-19 sceDmacMemcpy(dest=0416aa00, src=09b9d780, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-19 sceDmacMemcpy(dest=04169a00, src=09b92040, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-19 sceDmacMemcpy(dest=0416b200, src=099cc3b0, size=512): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-19 sceDmacMemcpy(dest=0416f600, src=099c9b00, size=8192): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-19 sceDmacMemcpy(dest=04172400, src=09aa22d0, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-19 sceDmacMemcpy(dest=04169a00, src=094b83c0, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-19 sceDmacMemcpy(dest=0416f600, src=0990d380, size=8192): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-18 sceDmacMemcpy(dest=04164800, src=0999f940, size=8192): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-18 sceDmacMemcpy(dest=04169a00, src=09bdb140, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-18 sceDmacMemcpy(dest=04173400, src=092dbc80, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-18 sceDmacMemcpy(dest=0416b200, src=09467540, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-18 sceDmacMemcpy(dest=0416aa00, src=09444a80, size=2048): overlapping read
頭文字D STREET STAGE v1.8.0 2020-06-18 sceDmacMemcpy(dest=0416fe00, src=09a4adc0, size=8192): overlapping read
頭文字D STREET STAGE v1.9.4 2020-06-17 sceDmacMemcpy(dest=04164200, src=0927fe40, size=512): overlapping read
頭文字D STREET STAGE v1.9.4 2020-06-17 sceDmacMemcpy(dest=041f0a00, src=092b0c80, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-24 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r2p1_05rel0 [Revision 96995]. 01730980:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:2 2: c:1 t:2 MatUp:3 #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 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 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 lowp vec4 u_ambient; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRang
頭文字D STREET STAGE v1.9.4 2020-05-23 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r2p1_05rel0 [Revision 96995]. 01f39880:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:2 2: c:0 t:2 3: c:1 t:2 MatUp:3 #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 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 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 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 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 *
頭文字D STREET STAGE v1.9.4 2020-05-20 sceDmacMemcpy(dest=04154000, src=09273d30, size=1024): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-16 sceDmacMemcpy(dest=04175e00, src=09315600, size=512): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-15 sceDmacMemcpy(dest=04180000, src=095e79b0, size=16384): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-15 sceDmacMemcpy(dest=041d3400, src=091f7a00, size=8192): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-11 8002006a=scePsmfSetPsmf(09ffeda0, 00000000): bad address
頭文字D STREET STAGE v1.9.4 2020-05-10 sceDmacMemcpy(dest=041c0a00, src=09457ec0, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-09 sceDmacMemcpy(dest=04173600, src=09a28f90, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-08 sceDmacMemcpy(dest=041e4a00, src=09468b60, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-08 sceDmacMemcpy(dest=041c4a00, src=092b9160, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-06 sceDmacMemcpy(dest=04165400, src=092fcdc0, size=512): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-06 sceDmacMemcpy(dest=04175600, src=0930fc00, size=512): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-05 sceDmacMemcpy(dest=04173600, src=0999c210, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-05 sceDmacMemcpy(dest=041e4a00, src=09502de0, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-04 sceDmacMemcpy(dest=04173600, src=092dbc80, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-06 80630006=sceAtracSetDataAndGetID(0951e380, 00011630): invalid RIFF header
頭文字D STREET STAGE v1.9.4 2020-05-04 sceDmacMemcpy(dest=04166000, src=0927b8c0, size=8192): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-02 sceDmacMemcpy(dest=041e4a00, src=092e7fa0, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-02 sceDmacMemcpy(dest=04173600, src=09a9ba50, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-02 sceDmacMemcpy(dest=041e4a00, src=09479020, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-01 sceDmacMemcpy(dest=04172600, src=09af7f90, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-01 sceDmacMemcpy(dest=04173600, src=0929f880, size=1024): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-08 sceDmacMemcpy(dest=04174400, src=092dbc00, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-29 Unknown GetPointer 00000000 PC 08815ef4 LR 08000020
頭文字D STREET STAGE v1.9.4 2020-04-26 sceDmacMemcpy(dest=041efa00, src=0924f980, size=16384): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-25 sceDmacMemcpy(dest=04168000, src=091eac00, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-24 sceDmacMemcpy(dest=041a7000, src=0947c350, size=8192): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-23 sceDmacMemcpy(dest=041aca00, src=095f7d60, size=4096): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-21 sceDmacMemcpy(dest=041b4c00, src=09643f90, size=131072): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-21 sceDmacMemcpy(dest=04158200, src=094d4f70, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-05-26 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01730980:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:2 2: c:1 t:2 MatUp:3 #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 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 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 lowp vec4 u_ambient; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRang
頭文字D STREET STAGE v1.9.4 2020-04-16 80630006=sceAtracSetDataAndGetID(09890440, 00059eec): invalid RIFF header
頭文字D STREET STAGE v1.9.4 2020-04-16 sceMpegRingbufferPut(): invalid mpeg data
頭文字D STREET STAGE v1.9.4 2020-04-09 sceDmacMemcpy(dest=041e9400, src=094e6cc0, size=65536): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-08 sceDmacMemcpy(dest=04164600, src=092e4140, size=512): overlapping read
頭文字D STREET STAGE v1.9.3 2020-04-08 sceDmacMemcpy(dest=0416aa00, src=099f8940, size=2048): overlapping read
頭文字D STREET STAGE v1.9.3 2020-04-07 sceDmacMemcpy(dest=04170200, src=09a1a000, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-06 sceDmacMemcpy(dest=041bdc00, src=0951b500, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-03 sceDmacMemcpy(dest=04166000, src=093fc580, size=8192): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-03 sceDmacMemcpy(dest=04188800, src=0926dc50, size=16384): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-03 sceDmacMemcpy(dest=04180000, src=09404bb0, size=16384): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-02 sceDmacMemcpy(dest=041b4400, src=094ce9c0, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-04-02 sceDmacMemcpy(dest=041b9000, src=092a3c00, size=1024): overlapping read
頭文字D STREET STAGE v1.9.4 2020-03-31 sceDmacMemcpy(dest=041a0a00, src=0947dfe0, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-03-31 sceDmacMemcpy(dest=04154000, src=093fc8f0, size=131072): overlapping read
頭文字D STREET STAGE v1.9.4 2020-03-30 sceDmacMemcpy(dest=041d1800, src=0948c470, size=65536): overlapping read
頭文字D STREET STAGE v1.9.4 2020-03-30 sceDmacMemcpy(dest=04164000, src=091ea730, size=32768): overlapping read
頭文字D STREET STAGE v1.9.4 2020-03-30 sceDmacMemcpy(dest=041b8e00, src=091f2ea0, size=16384): overlapping read
頭文字D STREET STAGE v1.9.4 2020-03-20 sceDmacMemcpy(dest=041f2c00, src=091f7970, size=16384): overlapping read
頭文字D STREET STAGE v1.8.0 2020-03-18 sceDmacMemcpy(dest=04164600, src=0931c780, size=512): overlapping read
頭文字D STREET STAGE v1.9.4 2020-03-14 sceDmacMemcpy(dest=04166000, src=0924cb80, size=8192): overlapping read
頭文字D STREET STAGE v1.9.4 2020-02-29 sceDmacMemcpy(dest=04162200, src=0939fd00, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-07-01 sceDmacMemcpy(dest=04164000, src=09459270, size=8192): overlapping read
頭文字D STREET STAGE v1.9.4 2020-02-21 sceDmacMemcpy(dest=04173600, src=09a5d310, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-02-21 sceDmacMemcpy(dest=04172400, src=09ac97d0, size=2048): overlapping read
頭文字D STREET STAGE v1.9.4 2020-02-17 sceDmacMemcpy(dest=0418c800, src=094da860, size=16384): overlapping read
頭文字D STREET STAGE v1.9.4 2020-01-24 sceDmacMemcpy(dest=041ce200, src=091fba80, size=2048): overlapping read