Recent logs - TEKKEN 6

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Game title Version Latest Report Message
TEKKEN 6 v1.10.3 2020-10-30 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-10-30 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2020-10-30 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2020-10-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144841164
TEKKEN 6 v1.10.3 2020-10-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 108
TEKKEN 6 v1.10.3 2020-10-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145732183
TEKKEN 6 v1.10.3 2020-10-27 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002)
TEKKEN 6 v1.10.3 2020-10-24 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-10-24 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.9.4 2020-10-24 WriteToHardware: Invalid address 00000018 near PC 08acee4c LR 08acee4c
TEKKEN 6 v1.10.3 2020-10-24 sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid)
TEKKEN 6 v1.10.3 2020-10-23 An uneaten prefix at end of block: 08917df0
TEKKEN 6 v1.9.0 2020-10-22 ReadFromHardware: Invalid address 00894320 near PC 08000000 LR 08000000
TEKKEN 6 v1.10.3 2020-10-22 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-10-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147547976
TEKKEN 6 v1.10.3 2020-10-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000136, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-10-20 WriteToHardware: Invalid address 00000078 near PC 0887512c LR 08877de0
TEKKEN 6 v1.10.3 2020-10-19 sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid)
TEKKEN 6 v1.10.3 2020-10-19 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 1065353216
TEKKEN 6 v1.10.3 2020-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144913792
TEKKEN 6 v1.10.3 2020-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144901432
TEKKEN 6 v1.10.3 2020-10-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.10.3 2020-10-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08afcef8, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-10-19 Render to texture with different strides 128 != 256
TEKKEN 6 v1.6.3-432-gfd6c3145d 2020-10-19 Error in shader program link: info: (unknown reason) fs: 00000000:09a0d022 Tex TexAlpha Fog 2x StenToAlpha Sten1 TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, 1.0); } 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 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN 6 v1.6.3-432-gfd6c3145d 2020-10-19 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f00000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN 6 v1.6.3-432-gfd6c3145d 2020-10-19 Error in shader program link: info: (unknown reason) fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f00000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN 6 v1.6.3-432-gfd6c3145d 2020-10-19 Error in shader program link: info: (unknown reason) fs: 00000000:09a0d022 Tex TexAlpha Fog 2x StenToAlpha Sten1 TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, 1.0); } vs: 01f00000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN 6 v1.10.3 2020-10-18 sceKernelLoadModule: unsupported options size=00000014, flags=08bd24a0, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-10-17 Render to area containing texture at 04110000 +0x136
TEKKEN 6 v1.10.3 2020-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=0889f314, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.9.4 2020-10-17 WriteToHardware: Invalid address 00000018 near PC 0880bfe0 LR 0880bca4
TEKKEN 6 v1.10.3 2020-10-16 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
TEKKEN 6 v1.10.3 2020-10-16 Unable to allocate kernel object, too many objects slots in use.
TEKKEN 6 v1.10.3 2020-10-17 Jump to invalid address: 00ffc000
TEKKEN 6 v1.10.3 2020-10-17 Jump to invalid address: 00ff8000
TEKKEN 6 v1.9.4 2020-10-16 WriteToHardware: Invalid address 3f800018 near PC 0880bfb0 LR 0880bca4
TEKKEN 6 v1.10.3 2020-10-16 sceGeBreak(mode=1, unknown=09f9af80): unknown ptr (valid)
TEKKEN 6 v1.10.3 2020-10-15 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR ffffffff
TEKKEN 6 v1.8.0 2020-10-13 WriteToHardware: Invalid address 0000016c near PC 08978c8c LR 0897f60c
TEKKEN 6 v1.10.3 2020-10-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759408
TEKKEN 6 v1.10.3 2020-10-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396
TEKKEN 6 v1.10.3 2020-10-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512
TEKKEN 6 v1.10.3 2020-10-13 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316588
TEKKEN 6 v1.10.3 2020-10-13 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-10-13 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.6.3-432-gfd6c3145d 2020-10-13 Error in shader program link: info: (unknown reason) fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01000000:0000091c HWX C T Fog Tex Light: #version 300 es precision highp float; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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; }
TEKKEN 6 v1.10.3 2020-10-13 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
TEKKEN 6 v1.10.3 2020-10-12 MIPSCompileOp: Invalid instruction 06666660
TEKKEN 6 v1.10.3 2020-10-12 MIPSCompileOp: Invalid instruction 0607a804
TEKKEN 6 v1.10.3 2020-10-12 MIPSCompileOp: Invalid instruction 4ed00000
TEKKEN 6 v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 10
TEKKEN 6 v1.9.3-601-g31f4caeb2 2020-10-11 __KernelStopThread: thread 298 does not exist
TEKKEN 6 v1.10.3 2020-10-10 scePsmfPlayerStart(090e68e4, 090e68f4, 0): unable to change video stream to 0
TEKKEN 6 v1.10.3 2020-10-09 Unknown syscall in known module 'sceAudio': 0x46ebb729
TEKKEN 6 v1.10.3 2020-10-07 WriteToHardware: Invalid address 00000078 near PC 089133dc LR 089133a4
TEKKEN 6 v1.10.3 2020-10-08 Ignoring possible render to texture at 04174000 +0x128 / 64x272
TEKKEN 6 v1.10.3 2020-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=08b60000, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-10-06 WriteToHardware: Invalid address 00000078 near PC 08971104 LR 08970a70
TEKKEN 6 v1.10.3 2020-10-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145106660
TEKKEN 6 v1.10.3 2020-10-05 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.4.2 2020-10-04 MIPSCompileOp: Invalid instruction 00000005
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03029940
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 033542c0
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03027480
TEKKEN 6 v1.4.2 2020-10-04 Branch in Jump delay slot at 0435a048 in block starting at 04351410
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03024fc0
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 0301e180
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03022b00
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 02e2b3e0
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03020640
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 033f4d00
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03914cd0
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03903110
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 039031b0
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03903200
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03914d20
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03911b90
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 039030f0
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 03903340
TEKKEN 6 v1.4.2 2020-10-04 Jump to invalid address: 0390f530
TEKKEN 6 v1.4.2 2020-10-04 MIPSCompileOp: Invalid instruction 00000014
TEKKEN 6 v1.10.3 2020-10-04 Ignoring func export sceHeap/a8e102a0, already implemented in HLE.
TEKKEN 6 v1.10.3 2020-10-04 Ignoring func export sceHeap/7de281c2, already implemented in HLE.
TEKKEN 6 v1.10.3 2020-10-04 Ignoring func export sceHeap/70210b73, already implemented in HLE.
TEKKEN 6 v1.10.3 2020-10-04 Ignoring func export sceHeap/7012bbdd, already implemented in HLE.
TEKKEN 6 v1.10.3 2020-10-04 Ignoring possible render to texture at 04173200 +0x184 / 64x272
TEKKEN 6 v1.10.3 2020-10-08 Attempted set for logic op: f
TEKKEN 6 v1.10.3 2020-10-08 sceKernelLoadModule: unsupported options size=00000014, flags=64696f72, pos=0, access=1, data=2, text=2
TEKKEN 6 v1.10.3 2020-10-08 sceKernelLoadModule: unsupported options size=00000014, flags=64696f72, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.8.0 2020-10-03 Bad vertex address 00000106!
TEKKEN 6 v1.9.4 2020-10-21 Bad vertex address 00000084!
TEKKEN 6 v1.8.0 2020-10-03 Bad vertex address 0000017e!
TEKKEN 6 v1.9.4 2020-10-21 Bad vertex address 0000005c!
TEKKEN 6 v1.10.3 2020-10-03 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10466DATA/Rage art.rar, 08c5c068, 00000002)
TEKKEN 6 v1.10.3 2020-10-02 ReadFromHardware: Invalid address 680e7ee8 near PC 680e7ee8 LR 08888f40
TEKKEN 6 v1.10.3 2020-10-01 ReadFromHardware: Invalid address 680ecdc0 near PC 680ecdc0 LR 08888f40
TEKKEN 6 v1.10.3 2020-09-30 Render to texture with incompatible formats 3 != 0 at 04154000
TEKKEN 6 v1.10.3 2020-09-30 sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid)
TEKKEN 6 v1.8.0 2020-09-29 Bad vertex address 000000a8!