Recent logs - v1.12.3

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Game title Version Latest Report Message
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1438 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1183 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1008 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 799 does not exist
Warriors Orochi®2 v1.12.3 2021-11-30 Unknown GetPointer 70213e67 PC 08823530 LR 088151ac
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1096 does not exist
Ben 10 Ultimate Alien: Cosmic Destruction v1.12.3 2021-11-30 scePsmfPlayerSetPsmf*: incorrect PSMF magic (bffb5dce), bad data
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1034 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 879 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 773 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 690 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 871 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 735 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 634 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1911 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1853 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1788 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1831 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1501 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 1528 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 996 does not exist
ときめきメモリアル4 v1.12.3 2021-11-30 __KernelStopThread: thread 950 does not exist
CRISIS CORE -FINAL FANTASY VII- v1.12.3 2021-11-30 sceDmacMemcpy(dest=086e9d80, src=09571cc0, size=256000): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.12.3 2021-11-30 sceDmacMemcpy(dest=087b1ca0, src=09dcc140, size=2048): overlapping read
Burnout Legends v1.12.3 2021-11-30 __KernelStopThread: thread 450 does not exist
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03fad240
SBK®09 Superbike World Championship v1.12.3 2021-11-30 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa80c0): duplicate handler
SBK®09 Superbike World Championship v1.12.3 2021-11-30 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa8030): duplicate handler
SBK®09 Superbike World Championship v1.12.3 2021-11-30 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa9500): duplicate handler
MLB 09 The Show ™ v1.12.3 2021-11-30 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000001), bad data
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2021-11-30 sceDmacMemcpy(dest=0414e000, src=096c7c60, size=251328): overlapping read
God of War®: Ghost of Sparta v1.12.3 2021-11-30 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01f34015:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 mediump vec3 u_lightatt0; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; 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 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; 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_fogcoe
God of War®: Ghost of Sparta v1.12.3 2021-11-30 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01f34015:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 mediump vec3 u_lightatt0; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; 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 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; 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_
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03ffbb80
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03ffba00
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03ffb880
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03ffb700
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03ffb580
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03ffb400
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2021-11-30 sceDmacMemcpy(dest=041b3f00, src=0958a160, size=64512): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03ffb280
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03ffb100
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03ffaf80
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 075d3290
Miami Vice™ The Game v1.12.3 2021-11-30 sceKernelLoadModule: unsupported options size=00000014, flags=088620a0, pos=0, access=1, data=2, text=2
Hellboy™: The Science of Evil v1.12.3 2021-11-30 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
Hellboy™: The Science of Evil v1.12.3 2021-11-30 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
Mega Man Powered Up v1.12.3 2021-11-30 __KernelStopThread: thread 352 does not exist
NUSANTARA v1.12.3 2021-11-30 Unknown GetPointer 298578dc PC 0881c430 LR 0881c440
Marvel Nemesis™: Rise of the Imperfects™ v1.12.3 2021-11-30 __KernelStopThread: thread 1441 does not exist
WWE SmackDown! vs. RAW 2006. v1.12.3 2021-11-30 sceDmacMemcpy(dest=04154fd0, src=09221830, size=262160): overlapping read
Tomb Raider: Legend™ v1.12.3 2021-11-30 sceDmacMemcpy(dest=041b3800, src=099c1124, size=8192): overlapping read
Crash™ Tag Team Racing v1.12.3 2021-11-30 __KernelStopThread: thread 431 does not exist
WWE SmackDown vs. RAW 2009 v1.12.3 2021-11-30 Savedata version requested: 3
PES 2014 v1.12.3 2021-11-30 sceGeBreak(mode=0, unknown=08ba8b64): unknown ptr (valid)
Prince of Persia - Revelations v1.12.3 2021-11-30 80630006=sceAtracSetDataAndGetID(095c7f40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.12.3 2021-11-30 80630006=sceAtracSetDataAndGetID(09874b40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.12.3 2021-11-30 80630006=sceAtracSetDataAndGetID(08ffa080, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.12.3 2021-11-30 80630006=sceAtracSetDataAndGetID(0965c500, 00000800): invalid RIFF header
SBK-07 v1.12.3 2021-11-30 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 095efaf0): duplicate handler
Daxter v1.12.3 2021-11-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9df70, 4, 00000000, 0)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.12.3 2021-11-30 __KernelStopThread: thread 360 does not exist
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 Jump to invalid address: 03d4400c PC 08a61e18 LR 08a61db8
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 ReadFromHardware: Invalid address 3fff284c near PC 08a61db8 LR 08a61db8
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 MIPSCompileOp: Invalid instruction 716aa006
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 MIPSCompileOp: Invalid instruction 70fc178a
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 WriteToHardware: Invalid address 030288d1 near PC 0880de08 LR 0880de08
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 ReadFromHardware: Invalid address 030288d1 near PC 0880de08 LR 0880de08
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 WriteToHardware: Invalid address 2e768b5c near PC 0880e074 LR 0880e07c
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 WriteToHardware: Invalid address 24499268 near PC 089adbb4 LR 089adbb4
Midnight Club 3: DUB Edition v1.12.3 2021-11-30 FBO created from existing depthbuffer as color, 04044000/00000000 and 04000000/04044000
Midnight Club 3: DUB Edition v1.12.3 2021-11-30 FBO created from existing depthbuffer as color, 04044000/00000000 and 04088000/04044000
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-11-30 WriteToHardware: Invalid address 161b77cd near PC 0880de08 LR 0880de08
FIFA 14 v1.12.3 2021-11-29 __KernelStopThread: thread 295 does not exist
FIFA 14 v1.12.3 2021-11-29 Video out requested, not supported: mode=0 size=0,0
FIFA 14 v1.12.3 2021-11-29 sceGeBreak(mode=1, unknown=09f9af80): unknown ptr (valid)
FIFA 14 v1.12.3 2021-11-29 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
MONSTER HUNTER FREEDOM™ 2 v1.12.3 2021-11-29 sceDmacMemcpy(dest=0414e000, src=0941b800, size=221936): overlapping read
Def Jam® Fight For NY™: The Takeover v1.12.3 2021-11-29 sceDmacMemcpy(dest=096db500, src=08400000, size=72384): overlapping read
Dante's Inferno™ v1.12.3 2021-11-29 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel0 [Revision 96995]. 01e15510:00000b3d HWX C T N LM Fog Tex Light: 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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 * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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_lightspecular3 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texco
頭文字D STREET STAGE v1.12.3 2021-11-29 sceDmacMemcpy(dest=04165200, src=094a29c0, size=2048): overlapping read
頭文字D STREET STAGE v1.12.3 2021-11-29 sceDmacMemcpy(dest=04161800, src=093a3480, size=2048): overlapping read
WWE SmackDown vs. RAW 2009 v1.12.3 2021-11-29 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
WWE SmackDown vs. RAW 2009 v1.12.3 2021-11-29 80630007=sceAtracSetData(2, 08bb6100, 00020000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2009 v1.12.3 2021-11-29 sceGeBreak(mode=0, unknown=08babb84): unknown ptr (valid)
Assassin's Creed: Bloodlines™ v1.12.3 2021-11-29 ReadFromHardware: Invalid address 3f060a92 near PC 3f060a92 LR 3f060a92
Tomb Raider: Anniversary v1.12.3 2021-11-29 sceDmacMemcpy(dest=041a8c00, src=09706540, size=9216): overlapping read
METAL SLUG Anthology v1.12.3 2021-11-29 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI493d, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
SOCOM U.S. Navy SEALs: Tactical Strike v1.12.3 2021-11-29 sceDmacMemcpy(dest=09975ac0, src=0995eba0, size=16384): overlapping read
NBA BALLERS REBOUND v1.12.3 2021-11-29 sceDmacMemcpy(dest=041db400, src=09c8ecf0, size=32768): overlapping read
Toy Story 3 v1.12.3 2021-11-29 __KernelStopThread: thread 637 does not exist
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.12.3 2021-11-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.12.3 2021-11-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.12.3 2021-11-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.12.3 2021-11-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980
Def Jam® Fight For NY™: The Takeover v1.12.3 2021-11-29 sceDmacMemcpy(dest=09606180, src=08400000, size=641344): overlapping read
LEGO® Harry Potter™: Years 1-4 v1.12.3 2021-11-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -559038737
LEGO® Harry Potter™: Years 1-4 v1.12.3 2021-11-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146162440
LEGO® Harry Potter™: Years 1-4 v1.12.3 2021-11-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 102464
PES 2014 v1.12.3 2021-11-29 FBO using existing buffer as depthbuffer, 04000000/04088000 and 04088000/00000000