Recent logs - NARUTO Shippuden: Legends: Akatsuki Rising

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Game title Version Latest Report Message
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-07-09 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 26) Syntax error fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:003e0314 HWX N Fog Tex UVEnv 3: c:0 t:0 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos3; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos3), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-07-09 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 26) Syntax error fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00090354 HWX N Fog Tex TexProjNNrm UVMtx #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-07-09 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 62) Syntax error fs: 00000000:00200822 Tex TexAlpha LM Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01b00001:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 3: c:0 t:0 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; 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; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * 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; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-07-09 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 21) Syntax error fs: 00000000:00200000 Fog #version 100 precision lowp float; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000104 HWX Fog #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-07-09 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 62) Syntax error fs: 00000000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01b30001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.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; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-07-09 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 26) Syntax error fs: 00000000:00200002 Tex Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump 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); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:0000091c HWX C T Fog Tex #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_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; 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; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-07-09 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 25) Syntax error fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000914 HWX T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-07-09 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 26) Syntax error fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:0000091c HWX C T Fog Tex #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_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; 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; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-07-09 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 62) Syntax error fs: 00000000:00200802 Tex LM Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01b00001:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 3: c:0 t:0 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; 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; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * 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; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.10.1 2020-07-05 sceDmacMemcpy(dest=041d0300, src=08f35a50, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-07-02 sceDmacMemcpy(dest=041e7680, src=0918b710, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-07-02 sceDmacMemcpy(dest=041e7780, src=0918b890, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-07-02 sceDmacMemcpy(dest=041e7dc0, src=0918c050, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-07-02 sceDmacMemcpy(dest=041e7b80, src=0918bb90, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-07-02 sceDmacMemcpy(dest=041e81c0, src=0918c250, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-06-30 Inter-buffer memcpy 04088000 -> 04000000
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-06-23 sceDmacMemcpy(dest=041c49c0, src=08fd6650, size=256): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-06-20 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-06-20 WriteToHardware: Invalid address 0001a138 near PC 088b966c LR 088b966c
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-06-04 sceDmacMemcpy(dest=04138e80, src=092241c0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-06-02 sceDmacMemcpy(dest=0417a540, src=08eec050, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-30 sceDmacMemcpy(dest=04138e80, src=09221500, size=832): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-29 sceDmacMemcpy(dest=04138e80, src=0920a9c0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-28 sceDmacMemcpy(dest=041b2300, src=08f7fd50, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-25 sceDmacMemcpy(dest=04138e80, src=09360cf0, size=832): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-24 sceDmacMemcpy(dest=041e72c0, src=08f7d2d0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-22 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-22 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-22 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-22 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-22 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-492-g9fddfff66 2020-05-21 Error in shader program link: info: (unknown reason) fs: 00000000:00000000 #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-20 sceDmacMemcpy(dest=04138e80, src=09446120, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3 2020-05-19 sceDmacMemcpy(dest=041a5ec0, src=08ef3b90, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-19 sceDmacMemcpy(dest=04138e80, src=09363d30, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3 2020-05-19 sceDmacMemcpy(dest=04183f40, src=08f19c10, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-19 sceDmacMemcpy(dest=04138e80, src=091d22b0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-18 sceDmacMemcpy(dest=04138e80, src=092e8e50, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.8.0 2020-05-18 sceDmacMemcpy(dest=041839c0, src=08e84a50, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-13 sceDmacMemcpy(dest=04185c40, src=08f45d10, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-432-gfd6c3145d 2020-05-13 Error in shader program link: info: (unknown reason) fs: 00000000:00200800 LM Fog (failed) #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f30001:0000030d HWX C N LM Fog Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-432-gfd6c3145d 2020-05-13 Error in shader compilation: info: (unknown reason) 01f30001:0000030d HWX C N LM Fog Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-432-gfd6c3145d 2020-05-13 Error in shader program link: info: (unknown reason) fs: 00000000:0020d800 LM Fog AlphaTest > (failed) #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f30001:0000030d HWX C N LM Fog Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-432-gfd6c3145d 2020-05-13 Error in shader compilation: info: (unknown reason) 00000000:00200800 LM Fog #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.3-432-gfd6c3145d 2020-05-13 Error in shader compilation: info: (unknown reason) 00000000:0020d800 LM Fog AlphaTest > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }
NARUTO Shippuden: Legends: Akatsuki Rising v1.8.0 2020-05-11 sceDmacMemcpy(dest=04138e80, src=093bf850, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-11 sceDmacMemcpy(dest=041b2300, src=08f63dd0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-10 Unknown GetPointer 00000000 PC 0887fdd0 LR 0887fdd0
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-07 sceDmacMemcpy(dest=041dc680, src=08f022d0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-05-06 sceDmacMemcpy(dest=041e8740, src=08dee9d0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.8.0 2020-05-02 sceDmacMemcpy(dest=04138e80, src=093e14f0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6480, src=08e7ec10, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6300, src=08e7eb50, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6380, src=08e7eb90, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6500, src=08e7ec50, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5900, src=08e7e650, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5f00, src=08e7e950, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5f80, src=08e7e990, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5980, src=08e7e690, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5e00, src=08e7e8d0, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5e80, src=08e7e910, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a4f80, src=08e7e0d0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6000, src=08e7e9d0, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6400, src=08e7ebd0, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5d80, src=08e7e890, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5480, src=08e7e410, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5500, src=08e7e450, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a4d40, src=08e7df50, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5400, src=08e7e3d0, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5340, src=08e7e350, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5700, src=08e7e550, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5040, src=08e7e150, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6580, src=08e7ec90, size=1472): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5b00, src=08e7e750, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a4c80, src=08e7ded0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5a80, src=08e7e710, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5d00, src=08e7e850, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5b80, src=08e7e790, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6180, src=08e7ea90, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6200, src=08e7ead0, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5c00, src=08e7e7d0, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6080, src=08e7ea10, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5680, src=08e7e510, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a4ec0, src=08e7e050, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a4e00, src=08e7dfd0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6280, src=08e7eb10, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5780, src=08e7e590, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5a00, src=08e7e6d0, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5800, src=08e7e5d0, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a6100, src=08e7ea50, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5880, src=08e7e610, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a4bc0, src=08e7de50, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5c80, src=08e7e810, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5100, src=08e7e1d0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a51c0, src=08e7e250, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5600, src=08e7e4d0, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a4ac0, src=08e7dd90, size=192): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5280, src=08e7e2d0, size=128): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4.2 2020-05-01 sceDmacMemcpy(dest=041a5580, src=08e7e490, size=64): overlapping read
NARUTO Shippuden: Legends: Akatsuki Rising v1.4-56-gb1a530b 2020-04-30 Wrong magic number 51df1533