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DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.13.1-234-g5434bd83e 2022-08-22 Error in shader compilation: info: ERROR: 0:21: Incompatible types in initialization (and no available implicit conversion) ERROR: 0:25: Use of undeclared identifier 'tsize' ERROR: 0:27: Use of undeclared identifier 'tsize' 00000000:000003c2 Tex Depal TClampST TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require // Apple A14 GPU - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-237-g9a678406b 2022-08-09 Error in shader compilation: info: ERROR: 0:22: Incompatible types in initialization (and no available implicit conversion) ERROR: 0:26: Use of undeclared identifier 'tsize' ERROR: 0:28: Use of undeclared identifier 'tsize' 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require // Apple A10 GPU - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { lowp vec4 destColor = fragColor0; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) &
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-237-g9a678406b 2022-08-09 Error in shader compilation: info: ERROR: 0:21: Incompatible types in initialization (and no available implicit conversion) ERROR: 0:25: Use of undeclared identifier 'tsize' ERROR: 0:27: Use of undeclared identifier 'tsize' 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require // Apple A10 GPU - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) &
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-237-g9a678406b 2022-08-09 Error in shader compilation: info: ERROR: 0:21: Incompatible types in initialization (and no available implicit conversion) ERROR: 0:25: Use of undeclared identifier 'tsize' ERROR: 0:27: Use of undeclared identifier 'tsize' 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require // Apple A10 GPU - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) &
S.Y.K ~蓮咲伝~ Portable v1.13.1-234-g5434bd83e 2022-08-08 00000000=sceUtilityScreenshotInitStart(09e6118c)
TEKKEN DARK RESURRECTION v1.13.1-234-g5434bd83e 2022-08-08 sceDmacMemcpy(dest=08491df0, src=09571b80, size=102268): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-237-g9a678406b 2022-08-08 Error in shader program link: info: Error: shader version mismatch fs: depal_fs #version 300 es precision mediump float; precision highp int; in vec2 v_texcoord0; out vec4 fragColor0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 color = texture(tex, v_texcoord0); int r = int(color.r * 31.99); int g = 0; int b = 0; int index = (b << 11) | (g << 5) | (r); index = (index & 0x1f); fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0)); } vs: depal_vs #version 320 es // Adreno (TM) 650 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec2 a_position; in vec2 a_texcoord0; out highp vec2 v_texcoord0; // TEXCOORD0 (0) void main() { v_texcoord0 = a_texcoord0; gl_Position = vec4(a_position, 0.0, 1.0); }
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-237-g9a678406b 2022-08-08 Error in shader compilation: info: ERROR: 0:20: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:0000d062 Tex TexAlpha Depal TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0);
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-237-g9a678406b 2022-08-08 Error in shader compilation: info: ERROR: 0:19: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:00000062 Tex TexAlpha Depal TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3,
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-237-g9a678406b 2022-08-08 Error in shader compilation: info: ERROR: 0:22: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:0000d3e2 Tex TexAlpha Depal TClampST TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift)
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-237-g9a678406b 2022-08-08 Error in shader compilation: info: ERROR: 0:21: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-237-g9a678406b 2022-08-08 Error in shader compilation: info: ERROR: 0:21: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:000003c2 Tex Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((inde
77 ~beyond the Milky Way~ v1.13.1-234-g5434bd83e 2022-08-08 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
FLOWERS v1.13.1-234-g5434bd83e 2022-09-01 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
FLOWERS v1.13.1-234-g5434bd83e 2022-09-01 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
無双OROCHI2 Special v1.13.2-1171-g895b916a1 2022-09-24 Waiting thread for 20 that was already waiting for 20
flOw v1.13.1-234-g5434bd83e 2022-09-17 Ignoring possible texturing from framebuffer at 041b8020 +4x64 / 128x272
ナムコミュージアム Vol.2 v1.13.1-234-g5434bd83e 2022-09-05 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
ナムコミュージアム Vol.2 v1.13.1-234-g5434bd83e 2022-09-05 FBO created from existing depthbuffer as color, 04110000/04000000 and 04088000/04110000
ナムコミュージアム Vol.2 v1.13.1-234-g5434bd83e 2022-09-05 FBO created from existing depthbuffer as color, 04110000/04000000 and 04000000/04110000
Burnout Legends v1.13.2 2022-09-27 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
Burnout Legends v1.13.2 2022-09-27 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Burnout Legends v1.13.2 2022-09-27 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
God of War: Chains of Olympus v1.13.2-925-g2791ab322 2022-09-27 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Burnout Legends v1.13.2 2022-09-27 Ignoring possible texturing from framebuffer at 04174000 +0x128 / 64x272
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.9.4 2022-09-26 Rendering to framebuffer offset: 040cc000 +256x0
クロヒョウ2 龍が如く 阿修羅編 v1.9.4 2022-09-27 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.9.4 2022-09-27 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
周刊少年大乱斗 集结!顶上大决战 v1.9.3 2022-08-08 Ignoring invalid video decode address 092a3880/9fff680
周刊少年大乱斗 集结!顶上大决战 v1.9.3 2022-08-08 Ignoring invalid video decode address 0921b840/9fff680
Speedball 2 Evolution v1.9.4 2022-09-24 UNIMPL sceMp4Create(mp4 167426200,unknown2 09fab918,readBufferAddr 08a52e10,readBufferSize 8192)
ナムコミュージアム Vol.2 v1.9.4 2022-09-08 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=1, access=1, data=2, text=2
ナムコミュージアム Vol.2 v1.9.4 2022-09-08 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
Downstream Panic! v1.9.4 2022-09-25 Video out requested, not supported: mode=0 size=0,0
Auditorium v1.9.4 2022-09-25 80000107=sceDisplaySetFrameBuf(04088000, 512, 3, 0): must change latched framebuf first
Auditorium v1.9.4 2022-09-25 80000107=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first
METAL GEAR SOLID PEACE WALKER v1.9.4 2022-09-27 Video out requested, not supported: mode=0 size=512,272
Auditorium v1.9.4 2022-09-07 UNIMPL sceMp4Create(mp4 167746248,unknown2 09ff9ab8,readBufferAddr 0954f078,readBufferSize 4096)
Def Jam® Fight For NY™: The Takeover v1.9.4 2022-09-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Auditorium v1.9.4 2022-09-25 UNIMPL sceMpegAvcResourceGetAvcEsBuf(deadbeef)
周刊少年大乱斗 集结!顶上大决战 v1.9.4 2022-09-25 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Army of TWO™: The 40th Day v1.9.4 2022-09-27 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Routes PORTABLE v1.9.4 2022-08-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff640, 4, 00000000, 0)
Routes PORTABLE v1.9.4 2022-08-08 UNIMPL sceUtilityLoadUsbModule(1)
Speedball 2 Evolution v1.9.3-167-gb2dd3c7e1 2022-08-08 Unimplemented HLE function sceMp4UnregistTrack
Speedball 2 Evolution v1.9.3-167-gb2dd3c7e1 2022-08-08 Unimplemented HLE function sceMp4TrackSampleBufDestruct
Speedball 2 Evolution v1.9.3-167-gb2dd3c7e1 2022-08-08 Unimplemented HLE function sceMp4AacDecodeExit
Speedball 2 Evolution v1.9.3-164-g0a5ec4838 2022-08-08 sceGeBreak(mode=1, unknown=08a34930): unknown ptr (valid)
Speedball 2 Evolution v1.9.3-167-gb2dd3c7e1 2022-08-08 Unimplemented HLE function sceMp4AacDecodeTermResource
Speedball 2 Evolution v1.9.4 2022-09-24 UNIMPL sceMpegAvcResourceGetAvcEsBuf(deadbeef)
Knight Fortix 2 v1.9.4 2022-08-08 sceAacInitResource(2)
Routes PORTABLE v1.9.4 2022-08-08 UNIMPL sceMpegNextAvcRpAu(096d0174, 00000003)
ノゾミカナエタマエ ~Daydream Reconstruct~ v1.13.1-249-gf80dd088b 2022-08-11 sceAacInitResource(3)
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2022-09-27 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Hot Shots Golf: Open Tee® v1.9.4 2022-09-23 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Hot Shots Golf: Open Tee® v1.9.4 2022-09-23 sceKernelLoadModule: unsupported options size=00000014, flags=fffffffc, pos=0, access=1, data=1, text=1
From Russia With Love™ v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2
From Russia With Love™ v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
FRANTIX™ v1.9.4 2022-09-18 sceKernelLoadModule: unsupported options size=00000014, flags=0880d260, pos=0, access=1, data=2, text=2
FRANTIX™ v1.9.4 2022-09-18 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Downstream Panic! v1.8.0 2022-08-08 A save request is already running, not starting a new one
TALES OF VS. v1.9.4 2022-09-23 sceKernelRegisterSubIntrHandler(30, 0, 0882eb0c, 00000000): duplicate handler
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.9.4 2022-09-25 Decoding texture from VRAM mirror at 04288000 swizzle=0
God of War: Chains of Olympus v1.9.4 2022-09-27 Rendering to framebuffer offset: 04162000 +256x0
クロヒョウ2 龍が如く 阿修羅編 v1.9.4 2022-09-24 Decoding texture from VRAM mirror at 04288000 swizzle=0
NFL STREET 3 v1.9.4 2022-09-25 A save request is already running, not starting a new one
本格四人打プロ麻雀 麻雀王 PORTABLE v1.9.4 2022-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
本格四人打プロ麻雀 麻雀王 PORTABLE v1.9.4 2022-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Platypus v1.9.4 2022-09-26 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=1, text=1
Platypus v1.9.4 2022-09-26 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
ナムコミュージアム Vol.2 v1.9.4 2022-09-08 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
NBA STREET Showdown v1.9.4 2022-09-25 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2
NBA STREET Showdown v1.9.4 2022-09-25 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=1, text=1
50 Cent® Bulletproof G Unit Edition v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
50 Cent® Bulletproof G Unit Edition v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
金色のコルダ v1.9.4 2022-08-08 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
金色のコルダ v1.9.4 2022-08-08 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
77 ~beyond the Milky Way~ v1.9.4 2022-08-08 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
Def Jam® Fight For NY™: The Takeover v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Def Jam® Fight For NY™: The Takeover v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
NBA BALLERS REBOUND v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=cccbcac9, pos=0, access=1, data=2, text=2
NBA BALLERS REBOUND v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=bab9b8b7, pos=0, access=1, data=1, text=1
Burnout Legends v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Burnout Legends v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Dragon Ball Z Shin Budokai v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Dragon Ball Z Shin Budokai v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
TEKKEN DARK RESURRECTION v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
TEKKEN DARK RESURRECTION v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Daxter v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
Daxter v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2
Daxter v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2
Daxter v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1
METAL GEAR SOLID PEACE WALKER v1.9.4 2022-09-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=0
EA SPORTS™ FIGHT NIGHT Round 3 v1.9.4 2022-09-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1
EA SPORTS™ FIGHT NIGHT Round 3 v1.9.4 2022-09-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
God of War: Chains of Olympus v1.9.4 2022-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2