Recent logs - TEKKEN DARK RESURRECTION

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TEKKEN DARK RESURRECTION v1.12.3 2026-01-05 sceDmacMemcpy(dest=08600df0, src=095ed480, size=91488): overlapping read
TEKKEN DARK RESURRECTION v1.15.4-1188-gca40de852 2025-12-26 Error in shader compilation: info: 0:66: L0001: Unknown character ''(1) 0:67: L0001: Unknown character ''(8) 0:67: L0001: Unknown character '@'(64) 0:67: L0001: Unknown character '�'(128) 0:65: L0002: Undeclared variable 'u_' 0:66: L0002: Undeclared variable 'u_matfiffuwe' 0:67: L0002: Undeclared variable 'u_oat' 0:255: L0001: Expected token '}', found 'end of file' 01000000:80000b21 HWX T N LM Light: LightUberShader Cull #version 320 es // Driver: Mali-G31 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b21 HWX T N LM 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 lowp vec3 v_color1; 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_-AtambientAlp(a; vec3 diffuseColor = u_matfiffuwe.rgb; vec3 specularColor = u_oat{pecular @u_matemissive�.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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight +
TEKKEN DARK RESURRECTION v1.15.4-1188-gca40de852 2025-12-26 Error in shader compilation: info: 0:31: L0002: Undeclared variable 'u_' 00000000:00000928 HWX C T Cull #version 320 es // Driver: Mali-G31 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000928 HWX C T Cull 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 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(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_-AtambientAlp(a; v_color0 = color0; 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; }
TEKKEN DARK RESURRECTION v1.15.4-1188-gca40de852 2025-12-26 Error in shader compilation: info: 0:66: L0001: Unknown character ''(1) 0:67: L0001: Unknown character ''(8) 0:67: L0001: Unknown character '@'(64) 0:67: L0001: Unknown character '�'(128) 0:65: L0002: Undeclared variable 'u_' 0:66: L0002: Undeclared variable 'u_matfiffuwe' 0:67: L0002: Undeclared variable 'u_oat' 0:254: L0001: Expected token '}', found 'end of file' 01000000:800d0b20 HWX T N TexProjNrm UVMtx Light: LightUberShader Cull #version 320 es // Driver: Mali-G31 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:800d0b20 HWX T N TexProjNrm UVMtx 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 mediump mat4 u_texmtx; 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_-AtambientAlp(a; vec3 diffuseColor = u_matfiffuwe.rgb; vec3 specularColor = u_oat{pecular @u_matemissive�.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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { if (u_matspecular.a > 0.0) {
TEKKEN DARK RESURRECTION v1.15.4-1188-gca40de852 2025-12-26 Error in shader compilation: info: 0:65: L0001: Unknown character ''(1) 0:66: L0001: Unknown character ''(8) 0:66: L0001: Unknown character '@'(64) 0:66: L0001: Unknown character '�'(128) 0:64: L0002: Undeclared variable 'u_' 0:65: L0002: Undeclared variable 'u_matfiffuwe' 0:66: L0002: Undeclared variable 'u_oat' 0:253: L0001: Expected token '}', found 'end of file' 01000000:80000b20 HWX T N Light: LightUberShader Cull #version 320 es // Driver: Mali-G31 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b20 HWX T N 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_-AtambientAlp(a; vec3 diffuseColor = u_matfiffuwe.rgb; vec3 specularColor = u_oat{pecular @u_matemissive�.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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnor
TEKKEN DARK RESURRECTION v1.19.3-787-g5aa0856280 2025-12-25 __KernelStopThread: thread 783 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.19.3-787-g5aa0856280 2025-12-25 __KernelStopThread: thread 783 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.19.3-787-g5aa0856280 2025-12-25 __KernelStopThread: thread 551 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.19.3-787-g5aa0856280 2025-12-25 __KernelStopThread: thread 551 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.14.2 2025-11-14 UI scissor out of bounds in GamePauseScreen: 324,10-152,262 / 272,483
TEKKEN DARK RESURRECTION v1.14.2 2025-11-14 UI scissor out of bounds in GamePauseScreen: 0,10-320,262 / 272,483
TEKKEN DARK RESURRECTION v1.15.3 2025-11-08 sceDmacMemcpy(dest=49d2b500, src=49d074e0, size=2016): overlapping read
TEKKEN DARK RESURRECTION v1.18.1 2025-11-07 __KernelStopThread: thread 535 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.18.1 2025-11-07 __KernelStopThread: thread 535 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.14.2 2025-11-14 UI scissor out of bounds in GamePauseScreen: 92,17-57,841 / 272,483
TEKKEN DARK RESURRECTION v1.14.2 2025-11-14 UI scissor out of bounds in GamePauseScreen: 0,17-90,841 / 272,483
TEKKEN DARK RESURRECTION v1.14.2 2025-11-10 UI scissor out of bounds in GamePauseScreen: 576,5-269,148 / 483,272
TEKKEN DARK RESURRECTION v1.14.2 2025-11-10 UI scissor out of bounds in GamePauseScreen: 0,5-568,148 / 483,272
TEKKEN DARK RESURRECTION v1.15.3 2025-11-01 sceDmacMemcpy(dest=49d27500, src=49d1f500, size=1984): overlapping read
TEKKEN DARK RESURRECTION v1.6.3 2025-10-27 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:09a00002 Tex Fog 2x StenToAlpha Sten1 TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, 1.0); } vs: 01700000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 #version 300 es precision highp float; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN DARK RESURRECTION v1.6.3 2025-10-27 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01700000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 #version 300 es precision highp float; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN DARK RESURRECTION v1.6.3 2025-10-27 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:05a00022 Tex TexAlpha Fog 2x StenToAlpha Sten0 TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; 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; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, 0.0); } vs: 01700111:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #version 300 es precision highp float; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); gl_Position = 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN DARK RESURRECTION v1.15.3 2025-09-01 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first
TEKKEN DARK RESURRECTION v1.6.3 2025-08-12 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00a17002 Tex Fog 2x TFuncMod AlphaTest0 != #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying highp float v_fogdepth; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01010000:0000091c HWX C T Fog Tex Light: MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_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; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; varying highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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; }
TEKKEN DARK RESURRECTION v1.6.3 2025-08-12 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; gl_FragColor = v; } vs: 01010000:00000918 HWX C T Tex Light: MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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); }
TEKKEN DARK RESURRECTION v1.11.3 2025-07-28 sceDmacMemcpy(dest=49d27500, src=49d10a30, size=656): overlapping read
TEKKEN DARK RESURRECTION v1.18.1 2025-07-17 __KernelStopThread: thread 957 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.18.1 2025-07-17 __KernelStopThread: thread 957 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.17.1 2025-07-16 sceDmacMemcpy(dest=49d2f500, src=49cf7890, size=1072): overlapping read
TEKKEN DARK RESURRECTION v1.19.2 2025-07-16 sceKernelCreateThread(name=sceATRAC3plus_Library): unsupported attributes 00000006, ignoring
TEKKEN DARK RESURRECTION v1.19.2 2025-06-30 __KernelStopThread: thread 504 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.19.2 2025-06-30 __KernelStopThread: thread 504 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.18.1 2025-06-10 __KernelStopThread: thread 499 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.18.1 2025-06-10 __KernelStopThread: thread 499 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.16.6 2025-06-07 Unimplemented HLE function sceUtilityGetNetParam
TEKKEN DARK RESURRECTION v1.18.1 2025-06-05 __KernelStopThread: thread 1982 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.18.1 2025-06-05 __KernelStopThread: thread 1982 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b904 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b8d0 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 03107200
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 03100400
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b8c0 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 0310d1c0
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 078402b0
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3baf0 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3bad0 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030fb700
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3baec in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3baf4 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b9c8 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3bae0 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ef3c0
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030e9b80
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3baf8 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030fc200
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030e9bc0
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 078229f0
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b8f4 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 0310d210
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b8e4 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 07822a10
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030eeb80
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 07843040
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030e9240
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ff900
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 078224b0
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b8f0 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ebd80
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 03106700
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b8f8 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ed9c0
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b880 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 07840250
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ecc00
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 0310c990
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b8e0 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b898 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b870 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 0310cdd0
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 0310c940
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ed980
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b894 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b6a4 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ebd40
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b8dc in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b88c in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b754 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b768 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b698 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ee340
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b694 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ed1a0
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b890 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b690 in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ee200
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030fac00
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Branch in Jump delay slot at 08c3b67c in block starting at 08c3b670
TEKKEN DARK RESURRECTION v1.18.1 2025-05-26 Jump to invalid address: 030ed180
TEKKEN DARK RESURRECTION v1.18.1 2025-05-21 Jump to invalid address: 06d6da44
TEKKEN DARK RESURRECTION v1.18.1 2025-05-21 Branch in Jump delay slot at 09b2d018 in block starting at 09b2ce80