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Game title |
Version |
Latest Report |
Message |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-22 |
Unknown GetPointerWrite 00000004 PC 089e1270 LR 089e1278 |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-04-21 |
__KernelStopThread: thread 421 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-18 |
sceDmacMemcpy(dest=49d2b500, src=49cf0a30, size=656): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-18 |
sceDmacMemcpy(dest=49d2b500, src=49d10a30, size=656): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-13 |
__KernelStopThread: thread 2528 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-12 |
__KernelStopThread: thread 498 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-12 |
sceDmacMemcpy(dest=086128b0, src=09571b80, size=90460): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-10 |
__KernelStopThread: thread 461 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-10 |
__KernelStopThread: thread 461 does not exist (ApctlThread stopped) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-06 |
sceDmacMemcpy(dest=49d2b500, src=49cf78f0, size=976): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-02 |
__KernelStopThread: thread 437 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-02 |
__KernelStopThread: thread 468 does not exist (ApctlThread stopped) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-02 |
__KernelStopThread: thread 431 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-02 |
__KernelStopThread: thread 431 does not exist (ApctlThread stopped) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-01 |
sceDmacMemcpy(dest=49d2f500, src=49d08580, size=1856): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-31 |
sceDmacMemcpy(dest=49d2b500, src=49d18a40, size=640): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-31 |
sceDmacMemcpy(dest=49d2f500, src=49d07a40, size=640): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-02 |
__KernelStopThread: thread 1119 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-02 |
__KernelStopThread: thread 1119 does not exist (ApctlThread stopped) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-04-02 |
__KernelStopThread: thread 468 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-22 |
__KernelStopThread: thread 453 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-22 |
__KernelStopThread: thread 453 does not exist (ApctlThread stopped) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-16 |
sceDmacMemcpy(dest=49d2f500, src=49d10680, size=1600): overlapping read |
TEKKEN DARK RESURRECTION |
v1.9.3 |
2024-03-16 |
An uneaten prefix at end of block for 08a1cc04 |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-11 |
sceUtilityMsgDialogInitStart: invalid status |
TEKKEN DARK RESURRECTION |
v1.11.3 |
2024-03-10 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=0 |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-10 |
__KernelStopThread: thread 643 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-06 |
80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-03-05 |
__KernelStopThread: thread 465 does not exist (helper deleted) |
TEKKEN DARK RESURRECTION |
v1.15.4 |
2024-03-04 |
sceDmacMemcpy(dest=49d27500, src=49ce98e0, size=992): overlapping read |
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:76: S0027: Cannot modify an input variable
01700000:00000b34 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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 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;
in float h_depth;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:17: S0027: Cannot modify an input variable
00000000:0000000a THR C
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:53: S0027: Cannot modify an input variable
01000000:00000b34 HWX T N Fog Tex Light: Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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;
in float h_depth;
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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:112: S0027: Cannot modify an input variable
01700111:00000b35 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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 lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
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);
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_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * 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_lightspecular2 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:50: S0027: Cannot modify an input variable
01000000:00000b30 HWX T N Tex Light: Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
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);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:20: S0027: Cannot modify an input variable
00000000:00000012 THR Tex
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:113: S0027: Cannot modify an input variable
01740111:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 MatUp:4 Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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 lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
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 * color0.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);
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_lightspecular1 * color0.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * 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_lightspecular2 * color0.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:77: S0027: Cannot modify an input variable
01700000:000d0b34 HWX T N Fog Tex TexProjNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
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 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;
in float h_depth;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
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);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(normal, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:20: S0027: Cannot modify an input variable
00000000:0000001a THR C Tex
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:44: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:49: S0027: Cannot modify an input variable
01010000:0000092c HWX C T Fog Light: MatUp:1 Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:53: S0027: Cannot modify an input variable
01010000:0000093c HWX C T Fog Tex Light: MatUp:1 Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp 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;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + 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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.3-1384-gaa495cab1 |
2024-03-02 |
Error in shader compilation: info: 0:50: S0027: Cannot modify an input variable
01010000:00000938 HWX C T Tex Light: MatUp:1 Cull
#version 320 es
// Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + 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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
TEKKEN DARK RESURRECTION |
v1.12.1 |
2024-03-02 |
sceDmacMemcpy(dest=08600df0, src=095ed480, size=88436): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-01 |
__KernelStopThread: thread 439 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-03-01 |
__KernelStopThread: thread 439 does not exist (ApctlThread stopped) |
TEKKEN DARK RESURRECTION |
v1.15.4 |
2024-03-01 |
sceDmacMemcpy(dest=49d27500, src=49d08a30, size=656): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-27 |
sceDmacMemcpy(dest=49d27500, src=49d1fc50, size=112): overlapping read |
TEKKEN DARK RESURRECTION |
v1.9.4 |
2024-02-27 |
sceDmacMemcpy(dest=08600df0, src=095ed480, size=106700): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-25 |
__KernelStopThread: thread 440 does not exist (ApctlThread stopped) |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-25 |
sceDmacMemcpy(dest=086015f0, src=09571b80, size=84508): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-24 |
sceDmacMemcpy(dest=49d2f500, src=49d0fc50, size=112): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-22 |
sceDmacMemcpy(dest=49d2f500, src=49cf78f0, size=976): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-21 |
sceDmacMemcpy(dest=49d2b500, src=49ce7500, size=1984): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-20 |
Could not setup streams, unexpected stream count: 0 |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-20 |
Unexpected mpeg first timestamp: 0 / 0 |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-20 |
Could not setup streams, unexpected stream count: 5632 |
TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-02-20 |
Unexpected mpeg first timestamp: a000000d00 / 687194770688 |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-02-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=0, text=0 |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-02-03 |
__KernelStopThread: thread 524 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-02-02 |
__KernelStopThread: thread 449 does not exist (ApctlThread stopped) |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-02-02 |
sceDmacMemcpy(dest=49d2f500, src=49d0f770, size=1360): overlapping read |
TEKKEN DARK RESURRECTION |
v1.13.1 |
2024-01-31 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
TEKKEN DARK RESURRECTION |
v1.13.1 |
2024-01-31 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-01-30 |
sceDmacMemcpy(dest=49d27500, src=49d1f5d0, size=1776): overlapping read |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-01-29 |
80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-02-02 |
sceGeBreak(mode=0, unknown=08b90d1c): unknown ptr (valid) |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-02-02 |
80630007=sceAtracSetData(2, 08bd5600, 00018000): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-01-29 |
80630007=sceAtracSetData(2, 08bd5600, 00019800): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-01-29 |
80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-01-27 |
80630007=sceAtracSetData(2, 08bd5600, 00007f00): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-02-02 |
80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-01-30 |
80630007=sceAtracSetData(2, 08bd5600, 0000fe00): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-02-02 |
80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-02-02 |
80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-01-26 |
80630007=sceAtracSetData(2, 08d4b180, 00007338): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-01-26 |
80630007=sceAtracSetData(2, 08d4b180, 00004cf0): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-01-26 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-01-26 |
sceDmacMemcpy(dest=086a0980, src=095ed480, size=75732): overlapping read |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-01-21 |
__KernelStopThread: thread 447 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-01-21 |
__KernelStopThread: thread 447 does not exist (ApctlThread stopped) |
TEKKEN DARK RESURRECTION |
v1.11.3 |
2024-01-13 |
ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 0883c95c, type=8 : lwc1 f0, -0x7F5C(gp) |
TEKKEN DARK RESURRECTION |
v1.11.3 |
2024-03-07 |
ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 0883518c, type=8 : lwc1 f0, -0x7F60(gp) |
TEKKEN DARK RESURRECTION |
v1.11.3 |
2024-01-12 |
sceDmacMemcpy(dest=08483390, src=095ed480, size=90796): overlapping read |
TEKKEN DARK RESURRECTION |
v1.11.3 |
2024-01-24 |
sceDmacMemcpy(dest=08491df0, src=095ed480, size=97432): overlapping read |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2024-01-02 |
80630007=sceAtracSetData(2, 08be96c0, 00010000): atracID uses different codec type than data |
TEKKEN DARK RESURRECTION |
v1.17 |
2024-02-06 |
sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid) |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-31 |
__KernelStopThread: thread 492 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.13.1 |
2023-12-27 |
__KernelStopThread: thread 516 does not exist |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-25 |
VTYPE with morph used: THRU=0 TC=1 COL=6 POS=1 NRM=1 WT=0 NW=1 IDX=0 MC=8 |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-23 |
__KernelStopThread: thread 383 does not exist (helper deleted) |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-30 |
sceDmacMemcpy(dest=084ab090, src=095ed480, size=85892): overlapping read |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-15 |
__KernelStopThread: thread 2918 does not exist (ApctlThread deleted) |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-15 |
__KernelStopThread: thread 362 does not exist (helper deleted) |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-13 |
ReadFromHardware: Invalid address 03e00014 near PC 08a10890 LR 08a1088c |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-13 |
WriteToHardware: Invalid address 03e00035 near PC 08a10ab4 LR 08a11a7c |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-13 |
WriteToHardware: Invalid address 03e00012 near PC 08a11a54 LR 08a11644 |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-13 |
WriteToHardware: Invalid address 03e00008 near PC 08a11a4c LR 08a11644 |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-13 |
ReadFromHardware: Invalid address 03e00008 near PC 08a24728 LR 08a262e4 |
TEKKEN DARK RESURRECTION |
v1.16.6 |
2023-12-10 |
sceDmacMemcpy(dest=084ab090, src=095ed480, size=90796): overlapping read |