Recent logs - TEKKEN 6

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Game title Version Latest Report Message
TEKKEN 6 v1.10.3 2021-01-28 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
TEKKEN 6 v1.10.3-1133-gb822c5d2a 2021-01-26 ReadFromHardware: Invalid address 0000001e near PC 08aa5e60 LR 08aa5e70
TEKKEN 6 v1.9.4 2021-01-26 scePsmfPlayerStart(090f5324, 090f5334, 0): unable to change video stream to 0
TEKKEN 6 v1.9.4 2021-01-26 scePsmfPlayerStart(090ef6e4, 090ef6f4, 0): unable to change video stream to 0
TEKKEN 6 v1.10.3 2021-01-25 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149308628
TEKKEN 6 v1.10.3 2021-01-24 ReadFromHardware: Invalid address 254affff near PC 254affff LR 08b88c2c
TEKKEN 6 v1.10.3 2021-01-23 WriteToHardware: Invalid address 0000016c near PC 08948118 LR 0885fbac
TEKKEN 6 v1.10.3 2021-01-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62d98, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2021-01-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62d98, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2021-01-20 Could not setup streams, unexpected stream count: 65535
TEKKEN 6 v1.10.3 2021-01-20 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2021-01-20 sceDmacMemcpy(dest=04000000, src=092875c0, size=557056): overlapping read
TEKKEN 6 v1.9.4 2021-01-20 scePsmfPlayerStart(090f2164, 090f2174, 0): unable to change video stream to 0
TEKKEN 6 v1.10.3 2021-01-19 Unknown GetPointer 00000000 PC 0895ccb8 LR 0895ccb8
TEKKEN 6 v1.4.2 2021-01-18 ReadFromHardware: Invalid address 0a4dd528 near PC 08000000 LR 08000000
TEKKEN 6 v1.10.3 2021-01-17 80630006=sceAtracSetData(2, 08d13180, 00038000): invalid RIFF header
TEKKEN 6 v1.10.3 2021-01-16 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 110 #define lowp #define mediump #define highp 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f01111:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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 = 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); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * 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) {
TEKKEN 6 v1.10.3 2021-01-16 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 110 #define lowp #define mediump #define highp 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f21111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:2 #version 110 #define lowp #define mediump #define highp 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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 = 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); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * 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; } el
TEKKEN 6 v1.10.3 2021-01-16 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 110 #define lowp #define mediump #define highp 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); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f01111:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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; 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 = 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); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * 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
TEKKEN 6 v1.10.3 2021-01-16 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 110 #define lowp #define mediump #define highp 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f21111:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:2 #version 110 #define lowp #define mediump #define highp 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 * 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * 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); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * 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 {
TEKKEN 6 v1.10.3 2021-01-16 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00a1d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest0 > #version 110 #define lowp #define mediump #define highp 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; gl_FragColor = v; } vs: 01f01111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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 = 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); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_
TEKKEN 6 v1.10.3 2021-01-16 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 110 #define lowp #define mediump #define highp 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f01111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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 = 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); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * 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 {
TEKKEN 6 v1.10.3 2021-01-14 JUMP to illegal address 00c48c80 - ignoring! data=c48c80
TEKKEN 6 v1.10.3 2021-01-12 sceKernelLoadModule: unsupported options size=00000014, flags=00070000, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2021-01-12 sceKernelLoadModule: unsupported options size=00000014, flags=00070000, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.9.0 2021-01-11 Game install with no files / data
TEKKEN 6 v1.10.3 2021-01-09 Bad vertex address 0a5a3e5e!
TEKKEN 6 v1.10.3 2021-01-09 Unknown GE command : facecbf2
TEKKEN 6 v1.9.0 2021-01-09 WriteToHardware: Invalid address 6500cac1 near PC 08953190 LR 08953190
TEKKEN 6 v1.9.0 2021-01-07 ReadFromHardware: Invalid address 013dfd6c near PC 08adb7c8 LR 08ae9604
TEKKEN 6 v1.10.3 2021-01-07 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
TEKKEN 6 v1.8.0 2021-01-07 Bad vertex address 0ae8f418!
TEKKEN 6 v1.8.0 2021-01-07 Bad vertex address 0ae8f490!
TEKKEN 6 v1.8.0 2021-01-07 Bad index address 00000000!
TEKKEN 6 v1.8.0 2021-01-07 Unknown GE command : 39f55de6
TEKKEN 6 v1.10.3 2021-01-06 Inter-buffer memcpy 04000000 -> 089b6700
TEKKEN 6 v1.10.3 2021-01-06 Failed decrypting the PRX (ret = -4, size = 5107456, psp_size = 5107792)!
TEKKEN 6 v1.10.3 2021-01-06 Render to texture with different formats 1 != 2
TEKKEN 6 v1.10.3 2021-01-05 Render to texture with incompatible formats 5 != 3 at 04000000
TEKKEN 6 v1.10.3 2021-01-04 WriteToHardware: Invalid address 00000078 near PC 0885fbac LR 0885fbac
TEKKEN 6 v1.10.3 2021-01-04 80000107=sceDisplaySetFrameBuf(44000000, 512, 0, 0): must change latched framebuf first
TEKKEN 6 v1.10.3 2021-01-04 Could not setup streams, unexpected stream count: 19511
TEKKEN 6 v1.10.3 2021-01-04 Unexpected mpeg first timestamp: 30000000000 / 3298534883328
TEKKEN 6 v1.10.3 2021-01-04 Could not setup streams, unexpected stream count: 35208
TEKKEN 6 v1.9.4 2021-01-03 An uneaten prefix at end of block: 08927e70
TEKKEN 6 v1.10.3 2021-01-05 Ignoring possible render to texture at 04174000 +0x214 / 64x272
TEKKEN 6 v1.9.4 2021-01-02 WriteToHardware: Invalid address 00000020 near PC 08ac9a68 LR 08ac99a8
TEKKEN 6 v1.9.3 2021-01-01 WriteToHardware: Invalid address 186a7a15 near PC 08b1b168 LR 08b1b178
TEKKEN 6 v1.9.3 2021-01-01 WriteToHardware: Invalid address 186a7a09 near PC 08b16578 LR 08b16590
TEKKEN 6 v1.9.3 2021-01-01 ReadFromHardware: Invalid address 00000014 near PC 0895ef88 LR 08ac065c
TEKKEN 6 v1.10.3 2021-01-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fff6a4, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2020-12-31 WriteToHardware: Invalid address 00000010 near PC 08aece64 LR 08ac9b18
TEKKEN 6 v1.10.3 2020-12-31 ReadFromHardware: Invalid address 00000020 near PC 08aece64 LR 08ac9b18
TEKKEN 6 v1.10.3 2021-01-14 No DL ID available to enqueue
TEKKEN 6 v1.10.3 2020-12-30 scePsmfPlayerStart(090d7564, 090d7574, 0): unable to change video stream to 0
TEKKEN 6 v1.10.3 2020-12-30 scePsmfPlayerStart(090ddee4, 090ddef4, 0): unable to change video stream to 0
TEKKEN 6 v1.10.3 2021-01-05 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822a444, firstSym=0822a2c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a454, firstSym=0822a2e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a458, firstSym=0822a2e8, varData=00000000, extra=00000000
TEKKEN 6 v1.10.3 2021-01-05 sceKernelLoadModule: unsupported options size=00000014, flags=088273f0, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3-1386-gdee953af8 2021-01-09 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3-1386-gdee953af8 2021-01-09 Unsupported AND logic op: 2
TEKKEN 6 v1.10.3-1386-gdee953af8 2021-01-09 Attempted invert for logic op: 8
TEKKEN 6 v1.9.0 2020-12-27 WriteToHardware: Invalid address 000029f0 near PC 08000000 LR 08000000
TEKKEN 6 v1.10.3 2020-12-26 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-12-26 sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.9.4 2020-12-26 scePsmfPlayerSetPsmf*: unexpected streamID 2e
TEKKEN 6 v1.10.3 2020-12-25 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2020-12-25 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2021-01-02 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/04110000
TEKKEN 6 v1.9.3 2020-12-23 WriteToHardware: Invalid address 14cd4cd4 near PC 08b1b0b0 LR 08b1b0f8
TEKKEN 6 v1.9.3 2020-12-23 ReadFromHardware: Invalid address 14cd4ccc near PC 08b1b0b0 LR 08b1b0f8
TEKKEN 6 v1.10.3 2020-12-22 sceKernelCreateSema(SEEDMUTEX) unsupported options parameter, size = 148078936
TEKKEN 6 v1.10.3 2020-12-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -559038737
TEKKEN 6 v1.10.3 2020-12-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146162456
TEKKEN 6 v1.10.3 2020-12-22 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 102464
TEKKEN 6 v1.10.3 2020-12-22 sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid)
TEKKEN 6 v1.10.3 2020-12-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145477076
TEKKEN 6 v1.10.3 2020-12-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 2568
TEKKEN 6 v1.10.3 2020-12-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167509648
TEKKEN 6 v1.10.3 2020-12-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143464896
TEKKEN 6 v1.10.3 2020-12-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148424880
TEKKEN 6 v1.10.3 2020-12-22 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-12-21 scePsmfPlayerStart(090e9c24, 090e9c34, 0): unable to change video stream to 0
TEKKEN 6 v1.10.3 2020-12-21 GE Interrupt: newState might be 10
TEKKEN 6 v1.10.3 2020-12-21 GE Interrupt: newState might be 9
TEKKEN 6 v1.10.3 2020-12-21 GE Interrupt: newState might be 8
TEKKEN 6 v1.10.3 2020-12-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899a8b8, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-12-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899a8b8, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2020-12-20 Unimplemented HLE function sceNetResolverTerm
TEKKEN 6 v1.9.4 2020-12-18 BlockTransfer: Bad source transfer address 76735830!
TEKKEN 6 v1.9.4 2020-12-18 Bad bounding box data: 8b6b33
TEKKEN 6 v1.9.4 2020-12-18 BlockTransfer: Bad source transfer address 3c3c3460!
TEKKEN 6 v1.9.4 2020-12-18 Immediate draw: Unexpected primitive 7 at count 1
TEKKEN 6 v1.9.4 2020-12-18 BlockTransfer: Bad source transfer address 76745a30!
TEKKEN 6 v1.10.3-1246-ge06a34725 2020-12-17 ReadFromHardware: Invalid address 00008080 near PC 00008080 LR 0885ed3c
TEKKEN 6 v1.10.3-1246-ge06a34725 2020-12-17 ReadFromHardware: Invalid address 00000008 near PC 08973fcc LR 08973d6c
TEKKEN 6 v1.10.3-1246-ge06a34725 2020-12-17 WriteToHardware: Invalid address 0000006c near PC 08973fcc LR 08973d6c
TEKKEN 6 v1.10.3 2020-12-17 UNTESTED sceKernelReleaseWaitThread() might not do the right thing in a callback
TEKKEN 6 v1.10.3-1314-gcc19136e0 2020-12-16 ReadFromHardware: Invalid address 00000044 near PC 08813224 LR 08813224
TEKKEN 6 v1.10.3 2020-12-16 sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-12-16 sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=1, text=1