Recent logs - TEKKEN DARK RESURRECTION

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Game title Version Latest Report Message
TEKKEN DARK RESURRECTION v1.17.1 2024-07-14 Unexpected mpeg first timestamp: b000 / 45056
TEKKEN DARK RESURRECTION v1.17.1 2024-07-14 sceDmacMemcpy(dest=086015f0, src=095ed480, size=101104): overlapping read
TEKKEN DARK RESURRECTION v1.17.3 2024-07-02 sceDmacMemcpy(dest=08600df0, src=095ed480, size=95600): overlapping read
TEKKEN DARK RESURRECTION v1.15.3 2024-06-24 __KernelStopThread: thread 338 does not exist (helper deleted)
TEKKEN DARK RESURRECTION v1.17.1 2024-06-17 sceKernelLoadModule: unsupported options size=00000014, flags=08a98f94, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.17.1 2024-06-17 sceKernelLoadModule: unsupported options size=00000014, flags=08a98f94, pos=0, access=1, data=1, text=1
TEKKEN DARK RESURRECTION v1.17.1 2024-06-16 80020198=sceKernelRegisterThreadEventHandler(PtNSyncThread, 0, 00000004, 088cdb3c, 00000000): bad thread id
TEKKEN DARK RESURRECTION v1.17.1 2024-06-16 80020198=sceKernelRegisterThreadEventHandler(Vsync-OnExit, 0, 00000004, 0882b640, 00000000): bad thread id
TEKKEN DARK RESURRECTION v1.17.1 2024-06-16 80020198=sceKernelRegisterThreadEventHandler(PtPModule-OnExit, 0, 00000004, 0882852c, 00000000): bad thread id
TEKKEN DARK RESURRECTION v1.17.1 2024-06-15 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
TEKKEN DARK RESURRECTION v1.17.1 2024-06-15 __KernelStopThread: thread 1830 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.17.1 2024-06-14 __KernelStopThread: thread 498 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.17.1 2024-06-14 __KernelStopThread: thread 1071 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.17.1 2024-06-14 __KernelStopThread: thread 1071 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.17.1 2024-06-11 sceDmacMemcpy(dest=08491df0, src=09571b80, size=109444): overlapping read
TEKKEN DARK RESURRECTION v1.17.1 2024-06-09 sceDmacMemcpy(dest=49d27500, src=49d00a30, size=656): overlapping read
TEKKEN DARK RESURRECTION v1.17.1-334-g1786a4ddb 2024-06-07 __KernelStopThread: thread 913 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.13.2 2024-06-06 __KernelStopThread: thread 428 does not exist
TEKKEN DARK RESURRECTION v1.17.1-669-gd298c6f6f5 2024-06-05 sceDmacMemcpy(dest=08519e80, src=095ed480, size=95600): overlapping read
TEKKEN DARK RESURRECTION v1.17.1 2024-06-01 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
TEKKEN DARK RESURRECTION v1.17.1 2024-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=08bf68e0, pos=0, access=1, data=1, text=1
TEKKEN DARK RESURRECTION v1.17.1 2024-05-26 __KernelStopThread: thread 460 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.17.1 2024-05-25 sceKernelLoadModule: unsupported options size=00000014, flags=089953c0, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.17.1 2024-05-25 sceKernelLoadModule: unsupported options size=00000014, flags=09fbf910, pos=0, access=1, data=1, text=1
TEKKEN DARK RESURRECTION v1.10.3 2024-05-23 Render to area containing texture at 04162000 +256x0
TEKKEN DARK RESURRECTION v1.17.1 2024-05-22 __KernelStopThread: thread 459 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.10.3 2024-05-12 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
TEKKEN DARK RESURRECTION v1.17.1 2024-05-11 sceKernelLoadModule: unsupported options size=00000014, flags=08b03308, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.17.1 2024-05-10 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.17.1 2024-05-05 __KernelStopThread: thread 3028 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.17.1 2024-05-29 Video out requested, not supported: mode=0 size=512,352
TEKKEN DARK RESURRECTION v1.17.1 2024-04-25 sceDmacMemcpy(dest=08519e80, src=095ed480, size=101104): overlapping read
TEKKEN DARK RESURRECTION v1.17.1 2024-04-24 __KernelStopThread: thread 455 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.17.1 2024-04-23 __KernelStopThread: thread 712 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.17.1 2024-04-23 __KernelStopThread: thread 712 does not exist (ApctlThread stopped)
TEKKEN DARK RESURRECTION v1.17.1 2024-04-23 __KernelStopThread: thread 434 does not exist (ApctlThread deleted)
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 2024-06-14 __KernelStopThread: thread 498 does not exist (ApctlThread deleted)
TEKKEN DARK RESURRECTION v1.17.1 2024-05-19 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 2024-06-03 __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