Recent logs - TEKKEN DARK RESURRECTION

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Game title Version Latest Report Message
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
TEKKEN DARK RESURRECTION v1.16.6 2023-12-04 __KernelStopThread: thread 448 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.16.6 2023-12-02 __KernelStopThread: thread 975 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.16.6 2023-12-02 __KernelStopThread: thread 721 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.16.6 2023-12-01 __KernelStopThread: thread 477 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.16.6 2023-12-01 __KernelStopThread: thread 812 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.11.3 2023-11-29 sceKernelLoadModule: unsupported options size=00000014, flags=00000008, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.16.6 2023-11-26 00000400=sceGeEdramSetAddrTranslation(00001000)
TEKKEN DARK RESURRECTION v1.16.6 2023-11-22 __KernelStopThread: thread 432 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.16.6 2023-11-22 __KernelStopThread: thread 522 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.16.6 2023-11-18 __KernelStopThread: thread 450 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.16.5 2023-11-14 sceDmacMemcpy(dest=08492910, src=095ed480, size=94344): overlapping read
TEKKEN DARK RESURRECTION v1.16.6 2023-11-06 __KernelStopThread: thread 309 does not exist (helper deleted)
TEKKEN DARK RESURRECTION v1.16.6 2023-11-06 Could not setup streams, unexpected stream count: 1024
TEKKEN DARK RESURRECTION v1.16.6 2023-10-28 __KernelStopThread: thread 516 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.16.6 2023-10-28 __KernelStopThread: thread 516 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.16.6 2023-12-31 80630006=sceAtracSetDataAndGetID(08baccc0, 80020323): invalid RIFF header
TEKKEN DARK RESURRECTION v1.14.4 2023-10-23 Replacement rowPitch=1024, but w=4088 (level=0)
TEKKEN DARK RESURRECTION v1.16.6 2023-10-23 __KernelStopThread: thread 443 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.16.2 2023-10-21 __KernelStopThread: thread 860 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.16.6 2023-10-18 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=0, data=1, text=1
TEKKEN DARK RESURRECTION v1.6.3 2023-10-07 sceDmacMemcpy(dest=49d1b500, src=49cdb4c0, size=2048): overlapping read
TEKKEN DARK RESURRECTION v1.16.5 2023-10-07 __KernelStopThread: thread 441 does not exist (ApctlThread deleted)