Recent logs - v1.10

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Game title Version Latest Report Message
eFootball PES 2021 BY SinSega v1.10 2020-09-26 Savedata version requested on save: 3
eFootball PES 2021 T. Bendezu "C19" v1.10 2020-09-25 Unexpected mpeg first timestamp: fffffff0000 / 17592185978880
(homebrew) v1.10 2020-09-25 ReadFromHardware: Invalid address 00000002 near PC 08907338 LR 089094d0
(homebrew) v1.10 2020-09-25 ReadFromHardware: Invalid address 00000010 near PC 08907588 LR 08906c1c
MONSTER HUNTER PORTABLE 2nd v1.10 2020-09-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Split/Second Velocity v1.10 2020-09-24 sceDmacMemcpy(dest=04112000, src=09550090, size=88767): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.10 2020-09-23 MIPSCompileOp: Invalid instruction 4d0842d0
eFootball PES 2021 DraycEM "C19" v1.10 2020-09-23 sceMp3Init: invalid data: not 44.1kHz
eFootball PES 2021 DraycEM "C19" v1.10 2020-09-23 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
eFootball PES 2021 Ediciones PesMX v1.10 2020-09-23 Unknown GetPointer 00000000 PC 08815f0c LR 08000020
eFootball PES 2021 DraycEM "C19" v1.10 2020-09-23 sceMp3Init: invalid data: not MPEG v1
eFootball PES 2021 DraycEM "C19" v1.10 2020-09-23 sceMp3Init: invalid data: not layer 3
Midnight Club 3: DUB Edition v1.10 2020-09-22 Texture with unexpected bufw (full=11648)
eFootball PES 2021 Ediciones PesMX v1.10 2020-09-25 Savedata version requested on save: 3
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=1, text=1
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120
Fate/unlimited codes PORTABLE v1.10 2020-09-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
eFootball PES 2021 Ediciones PesMX v1.10 2020-09-26 Savedata version requested: 3
FIFA 20 v1.10 2020-09-21 Game install with no files / data
FIFA 20 v1.10 2020-09-21 sceMp3Init: invalid data: not 44.1kHz
eFootball PES 2021 DraycEM "C19" v1.10 2020-09-21 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-20 Render to area containing texture at 04044000 +0x2
eFootball PES 2021 T. Bendezu "C19" v1.10 2020-09-20 Texture cache ran out of GPU memory; switching to low memory mode
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-20 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-20 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Fate/unlimited codes PORTABLE v1.10 2020-09-20 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-20 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-20 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
Fate/unlimited codes PORTABLE v1.10 2020-09-20 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
Fate/unlimited codes PORTABLE v1.10 2020-09-20 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
Fate/unlimited codes PORTABLE v1.10 2020-09-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=1, text=1
eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" v1.10 2020-09-19 Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul' 0:391: L0001: else statement not preceded by if postshader #ifdef GL_ES precision mediump float; #endif // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLco
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-19 Render to area containing texture at 04044000 +0x116
EXIT v1.10 2020-09-19 Unknown syscall in known module 'sceAudio': 0x46ebb729
EXIT v1.10 2020-09-19 Unknown syscall in known module 'sceAudio': 0x20628e6f
PES Ultimate Patch 2021 v1.10 2020-09-19 Render to texture with incompatible formats 4 != 1 at 04000000
PES Ultimate Patch 2021 v1.10 2020-09-19 4 and 8-bit CLUT format not supported for framebuffers
PES Ultimate Patch 2021 v1.10 2020-09-19 Render to texture using CLUT with different strides 32 != 512
Dragon Ball Z: Tenkaichi Tag Team v1.10 2020-09-19 WriteToHardware: Invalid address 0a805f68 near PC 08a552d0 LR 08a552d0
eFootball PES 2021 BY SinSega v1.10 2020-09-19 Savedata version requested: 3
Ys SEVEN v1.10 2020-09-19 Render to area containing texture at 09dc0910 +496x22
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/f5478233, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/d8f54a51, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/d0a56296, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/d021c0fb, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/a703fe0f, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/8f450998, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/87c263d1, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/87677e40, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/7f696782, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/44e07129, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/3cef484f, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/3c2fa058, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/35750070, already implemented in HLE.
God of War™: Ghost of Sparta v1.10 2020-09-19 Ignoring func export sceMp3/354d27ea, already implemented in HLE.
eFootball PES 2021 T. Bendezu "C19" v1.10 2020-09-18 Ignoring func export sceMp3/f5478233, already implemented in HLE.
eFootball PES 2021 T. Bendezu "C19" v1.10 2020-09-18 Ignoring func export sceMp3/d8f54a51, already implemented in HLE.
Danganronpa: Hope's Academy and Despair's Students v1.10 2020-09-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000136, pos=0, access=1, data=2, text=2
eFootball PES 2021 BY SinSega v1.10 2020-09-19 Savedata version requested on save: 3
Grand Theft Auto: Liberty City Stories v1.10 2020-09-17 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Virtua Tennis 3 v1.10 2020-09-16 80630011=sceAtracSetDataAndGetID(08cd9b40, 00000004): buffer too small
eFootball PES 2021 DraycEM "C19" v1.10 2020-09-26 Savedata version requested on save: 3
eFootball PES 2021 DraycEM "C19" v1.10 2020-09-26 Savedata version requested: 3
バトルスピリッツ 輝石の覇者 v1.10 2020-09-16 Unknown GetPointer 00000000 PC 0881dd78 LR 0881dd80
eFootball PES 2020 "C19 & MC19" v1.10 2020-09-16 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Warriors Orochi 3 English patch By IndraConstantines 2018 v1.10 2020-09-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Warriors Orochi 3 English patch By IndraConstantines 2018 v1.10 2020-09-16 RET: Stack empty!
NARUTO: Ultimate Ninja Heroes 2 v1.10 2020-09-16 Video out requested, not supported: mode=0 size=512,272
NARUTO: Ultimate Ninja Heroes 2 v1.10 2020-09-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
NARUTO: Ultimate Ninja Heroes 2 v1.10 2020-09-16 Unknown syscall in known module 'sceNpService': 0x78802d5f
NARUTO: Ultimate Ninja Heroes 2 v1.10 2020-09-16 Unknown syscall in known module 'sceNpService': 0x268c009d
NARUTO: Ultimate Ninja Heroes 2 v1.10 2020-09-16 Unknown syscall in known module 'sceNpService': 0x1da3e950
NARUTO: Ultimate Ninja Heroes 2 v1.10 2020-09-16 Unknown syscall in known module 'sceNpService': 0x168b8de5
NARUTO: Ultimate Ninja Heroes 2 v1.10 2020-09-16 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
NARUTO: Ultimate Ninja Heroes 2 v1.10 2020-09-16 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
NARUTO: Ultimate Ninja Heroes 2 v1.10 2020-09-16 Unknown syscall in known module 'sceNpAuth': 0x72bb0467
GOD EATER 2 v1.10 2020-09-15 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](97,31-45): error X3004: undeclared identifier 'u_spline_counts' / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float2 u_fogcoef : register(c18); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float v_fogdepth: TEXCOORD1; float4 gl_Position : POSITION; }; float2 tess_sample(in float2 points[16], float4x4 weights) { float2 pos = float2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float3 tess_sample(in float3 points[16], float4x4 weights) { float3 pos = float3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4 tess_sample(in float4 points[16], float4x4 weights) { float4 pos = float4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4x4 outerProduct(float4 u, float4 v) { return mul((float4x1)v, (float1x4)u); } struct Tess { float3 pos; float2 tex; float4 col; }; void tessellate(in VS_IN In, out Tess tess) { int2 point_pos = int2(In.position.z, In.normal.z); int2 weight_idx = int2(In.position.xy); float3 _pos[16]; float2 _tex[16]; float4 _col[16]; int index; index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[0] = tess_data[index].pos; _tex[0] = tess_data[index].tex; _col[0] = tess_data[index].col; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; _tex[1] = tess_data[index].tex; _col[1] = tess_data[index].col; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; _tex[2] = tess_data[index].tex; _col[2] = tess_data[index].col; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; _tex[3] = tess_data[index].tex; _col[3] = tess_data[index].col; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; _tex[4] = tess_data[index].tex; _col[4] = tess_data[index].col; inde
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-14 Render to area containing texture at 04044000 +0x79
eFootball PES 2021 T. Bendezu "C19" v1.10 2020-09-14 Jump to invalid address: 0a8c002c PC 0903fb3c LR 0903fb00
eFootball PES 2021 T. Bendezu "C19" v1.10 2020-09-14 MIPSCompileOp: Invalid instruction b6a080e3
GOD EATER BURST 通常版 v1.10 2020-09-14 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](95,31-45): error X3004: undeclared identifier 'u_spline_counts' / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float4 gl_Position : POSITION; }; float2 tess_sample(in float2 points[16], float4x4 weights) { float2 pos = float2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float3 tess_sample(in float3 points[16], float4x4 weights) { float3 pos = float3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4 tess_sample(in float4 points[16], float4x4 weights) { float4 pos = float4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4x4 outerProduct(float4 u, float4 v) { return mul((float4x1)v, (float1x4)u); } struct Tess { float3 pos; float2 tex; float4 col; }; void tessellate(in VS_IN In, out Tess tess) { int2 point_pos = int2(In.position.z, In.normal.z) * 3; int2 weight_idx = int2(In.position.xy); float3 _pos[16]; float2 _tex[16]; float4 _col[16]; int index; index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[0] = tess_data[index].pos; _tex[0] = tess_data[index].tex; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; _tex[1] = tess_data[index].tex; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; _tex[2] = tess_data[index].tex; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; _tex[3] = tess_data[index].tex; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; _tex[4] = tess_data[index].tex; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[5] = tess_data[index].pos; _tex[5] = tess_data[index].tex; index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[6] = tess_data[index].pos;
GOD EATER BURST 通常版 v1.10 2020-09-14 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](97,31-45): error X3004: undeclared identifier 'u_spline_counts' / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float2 u_fogcoef : register(c18); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float v_fogdepth: TEXCOORD1; float4 gl_Position : POSITION; }; float2 tess_sample(in float2 points[16], float4x4 weights) { float2 pos = float2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float3 tess_sample(in float3 points[16], float4x4 weights) { float3 pos = float3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4 tess_sample(in float4 points[16], float4x4 weights) { float4 pos = float4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4x4 outerProduct(float4 u, float4 v) { return mul((float4x1)v, (float1x4)u); } struct Tess { float3 pos; float2 tex; float4 col; }; void tessellate(in VS_IN In, out Tess tess) { int2 point_pos = int2(In.position.z, In.normal.z); int2 weight_idx = int2(In.position.xy); float3 _pos[16]; float2 _tex[16]; float4 _col[16]; int index; index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[0] = tess_data[index].pos; _tex[0] = tess_data[index].tex; _col[0] = tess_data[index].col; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; _tex[1] = tess_data[index].tex; _col[1] = tess_data[index].col; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; _tex[2] = tess_data[index].tex; _col[2] = tess_data[index].col; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; _tex[3] = tess_data[index].tex; _col[3] = tess_data[index].col; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; _tex[4] = tess_data[index].tex; _col[4] = tess_data[index].col; inde
PES 2020 CV6 SA DESIGN v1.10 2020-09-13 Savedata version requested: 3
SBK®09 Superbike World Championship v1.10 2020-09-13 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a6660): duplicate handler
BLAZBLUE CONTINUUM SHIFT EXTEND v1.10 2020-09-13 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
BLAZBLUE CONTINUUM SHIFT EXTEND v1.10 2020-09-13 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
POWER STONE COLLECTION v1.10 2020-09-13 RET: Stack empty!
Prince of Persia - Revelations v1.10 2020-09-13 80630006=sceAtracSetDataAndGetID(0994c780, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.10 2020-09-13 80630006=sceAtracSetDataAndGetID(099d8180, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.10 2020-09-13 80630006=sceAtracSetDataAndGetID(099dd100, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.10 2020-09-13 80630006=sceAtracSetDataAndGetID(09959700, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.10 2020-09-13 80630006=sceAtracSetDataAndGetID(09959740, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.10 2020-09-13 80630006=sceAtracSetDataAndGetID(09948ec0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.10 2020-09-13 80630006=sceAtracSetDataAndGetID(095c3580, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.10 2020-09-13 80630006=sceAtracSetDataAndGetID(094c0300, 00000800): invalid RIFF header
BLEACH ~HEAT・THE・SOUL 7~ v1.10 2020-09-13 Render to area containing texture at 04044000 +0x5
MONSTER HUNTER FREEDOM UNITE™ v1.10 2020-09-12 Texture with unexpected bufw (full=4160)
SBK®09 Superbike World Championship v1.10 2020-09-11 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0944d620): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.10 2020-09-09 ReadFromHardware: Invalid address 0a01e444 near PC 0889bbe0 LR 0889bbe0
eattoy PES 2021 v1.10 2020-09-13 Savedata version requested on save: 3