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Game title |
Version |
Latest Report |
Message |
Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2-2494-g6a6ec80f6 |
2024-03-28 |
ReadFromHardware: Invalid address 0098967f near PC 088261b4 LR 088261a4 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2-2494-g6a6ec80f6 |
2024-03-28 |
ReadFromHardware: Invalid address 0098968f near PC 088261a4 LR 088261a4 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.13.2-2494-g6a6ec80f6 |
2024-03-24 |
WriteToHardware: Invalid address 00000000 near PC 0897569c LR 0898633c |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.13.2-2494-g6a6ec80f6 |
2024-03-24 |
WriteToHardware: Invalid address 0c000000 near PC 0897569c LR 0898633c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2-2494-g6a6ec80f6 |
2024-03-24 |
ReadFromHardware: Invalid address 3bf584db near PC 08a5e9f4 LR 08a5fd24 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2-2494-g6a6ec80f6 |
2024-03-24 |
WriteToHardware: Invalid address 00989747 near PC 0881fc8c LR 0881fc9c |
Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2-2494-g6a6ec80f6 |
2024-03-24 |
ReadFromHardware: Invalid address 0098967f near PC 08824f88 LR 08824fb8 |
Gran Turismo® |
v1.13.2-2494-g6a6ec80f6 |
2024-03-16 |
WriteToHardware: Invalid address 3ffffffc near PC 08b60824 LR 08b60824 |
Gran Turismo® |
v1.13.2-2494-g6a6ec80f6 |
2024-03-16 |
UI scissor out of bounds in CwCheatScreen: 410,0-550,1280 / 1366,685 |
Gran Turismo® |
v1.13.2-2494-g6a6ec80f6 |
2024-03-16 |
UI scissor out of bounds in CwCheatScreen: 410,0-956,685 / 960,544 |
LUNAR: SILVER STAR HARMONY |
v1.13.2-2494-g6a6ec80f6 |
2024-02-17 |
ReadFromHardware: Invalid address 00006300 near PC 089822d8 LR 089822f0 |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
Fragment info
-------------
0(27) : error C7011: implicit cast from "int" to "uint"
0(27) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >=
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >=
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_ |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00a00002 Tex Fog 2x TFuncMod
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00a00002 Tex Fog 2x TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightC |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Fragment info
-------------
0(27) : error C7011: implicit cast from "int" to "uint"
0(27) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >=
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >=
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD;
fragColor0 = v;
}
vs: 00000000:00000938 HWX C T Tex Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000938 HWX C T Tex Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y - u_depthRange.x >= 1.0) {
gl_ClipDistance[0] = outPos.w + outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:0081d002 Tex 2x TFuncMod AlphaTest0 >
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0081d002 Tex 2x TFuncMod AlphaTest0 >
uniform sampler2D tex;
uniform uint u_alphacolorref;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_ligh |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(224) : error C7011: implicit cast from "int" to "uint"
0(223) : error C7011: implicit cast from "int" to "uint"
0(175) : error C7011: implicit cast from "int" to "uint"
0(174) : error C7011: implicit cast from "int" to "uint"
0(126) : error C7011: implicit cast from "int" to "uint"
0(125) : error C7011: implicit cast from "int" to "uint"
0(77) : error C7011: implicit cast from "int" to "uint"
0(76) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00000000
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000000
in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
fragColor0 = v;
}
vs: 01000000:80000128 HWX C Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000128 HWX C Light: LightUberShader Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out 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(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
|
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 >
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 >
uniform sampler2D tex;
uniform uint u_alphacolorref;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_light |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00800002 Tex 2x TFuncMod
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00800002 Tex 2x TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else { |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(228) : error C7011: implicit cast from "int" to "uint"
0(227) : error C7011: implicit cast from "int" to "uint"
0(179) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(130) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(81) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
Fragment info
-------------
0(24) : error C7011: implicit cast from "int" to "uint"
0(24) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >=
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >=
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightS |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Fragment info
-------------
0(24) : error C7011: implicit cast from "int" to "uint"
0(24) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >=
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >=
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) DISCARD;
fragColor0 = v;
}
vs: 00000000:00000b38 HWX C T N Tex Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000b38 HWX C T N Tex Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y - u_depthRange.x >= 1.0) {
gl_ClipDistance[0] = outPos.w + outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(227) : error C7011: implicit cast from "int" to "uint"
0(226) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(177) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(128) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
0(79) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00000002 Tex TFuncMod
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000002 Tex TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(to |
SOL TRIGGER |
v1.13.2-2494-g6a6ec80f6 |
2024-02-12 |
Error in shader program link: info: Vertex info
-----------
0(227) : error C7011: implicit cast from "int" to "uint"
0(226) : error C7011: implicit cast from "int" to "uint"
0(178) : error C7011: implicit cast from "int" to "uint"
0(177) : error C7011: implicit cast from "int" to "uint"
0(129) : error C7011: implicit cast from "int" to "uint"
0(128) : error C7011: implicit cast from "int" to "uint"
0(80) : error C7011: implicit cast from "int" to "uint"
0(79) : error C7011: implicit cast from "int" to "uint"
fs: 00180000:00000022 Tex TexAlpha TFuncMod
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000022 Tex TexAlpha TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
#version 420
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce GT 620M/PCIe/SSE2 - GLSL 420
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toL |
Kenka Bancho: Badass Rumble |
v1.13.2-2494-g6a6ec80f6 |
2024-01-10 |
WriteToHardware: Invalid address 00000000 near PC 08902f50 LR 089031bc |
Kenka Bancho: Badass Rumble |
v1.13.2-2494-g6a6ec80f6 |
2024-01-10 |
ReadFromHardware: Invalid address 3d0078ad near PC 08902f30 LR 089031bc |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
80420014=__sceSasCoreWithMix(09b6fec0, 00033000, 4096, 4096): invalid address |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
80420014=__sceSasCoreWithMix(09b6fec0, 00032800, 4096, 4096): invalid address |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
80420014=__sceSasCoreWithMix(09b6fec0, 00032000, 4096, 4096): invalid address |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
80420014=__sceSasCoreWithMix(09b6fec0, 00031800, 4096, 4096): invalid address |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
80420014=__sceSasCoreWithMix(09b6fec0, 00031000, 4096, 4096): invalid address |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
ReadFromHardware: Invalid address 00030030 near PC 089b3cc0 LR 089b3cc0 |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
80420014=__sceSasCoreWithMix(09b6fec0, 00030800, 4096, 4096): invalid address |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
Unknown GetPointer 00000000 PC 089b00a8 LR 089b00b0 |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
WriteToHardware: Invalid address 00000000 near PC 089b56dc LR 089b9578 |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.13.2-2494-g6a6ec80f6 |
2023-12-29 |
Unknown GetPointerWrite 00000000 PC 089b5980 LR 089b5988 |
グランナイツヒストリー |
v1.13.2-2494-g6a6ec80f6 |
2023-12-21 |
00000000=sceUtilityScreenshotInitStart(08df0870) |
UFC® Undisputed™ 2010 |
v1.13.2-2494-g6a6ec80f6 |
2023-12-21 |
ReadFromHardware: Invalid address 26f0e29f near PC 08891988 LR 08891458 |
God of War: Chains of Olympus |
v1.13.2-2494-g6a6ec80f6 |
2023-12-21 |
WriteToHardware: Invalid address 000000d4 near PC 09d995e4 LR 08843170 |
God of War: Chains of Olympus |
v1.13.2-2494-g6a6ec80f6 |
2023-12-21 |
ReadFromHardware: Invalid address 000000a8 near PC 09d995e4 LR 08843170 |
God of War™: Ghost of Sparta |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
ReadFromHardware: Invalid address 00000018 near PC 08a1c328 LR 08a1c328 |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
WriteToHardware: Invalid address 00000590 near PC 088563e8 LR 088563e8 |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
ReadFromHardware: Invalid address 000004a4 near PC 08960ee8 LR 08960fd0 |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
ReadFromHardware: Invalid address 00000000 near PC 08810f6c LR 08856248 |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
ReadFromHardware: Invalid address 00000010 near PC 08856200 LR 08856200 |
GODS EATER BURST |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
UI scissor out of bounds in GameSettingsScreen: 315,0-1590,1080 / 1535,780 |
BOXER'S ROAD2 ザ・リアル |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
UI scissor out of bounds in CwCheatScreen: 410,0-624,986 / 1366,685 |
BOXER'S ROAD2 ザ・リアル |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
UI scissor out of bounds in CwCheatScreen: 205,0-478,343 / 517,493 |
UFC® Undisputed™ 2010 |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
UI scissor out of bounds in SavedataScreen: 1516,75-0,74 / 1366,685 |
WWE SmackDown vs. RAW 2010 |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
UI scissor out of bounds in CwCheatScreen: 410,0-624,1088 / 1366,685 |
WWE SmackDown vs. RAW 2010 |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
UI scissor out of bounds in CwCheatScreen: 205,0-478,343 / 517,544 |
UFC® Undisputed™ 2010 |
v1.13.2-2494-g6a6ec80f6 |
2023-12-20 |
WriteToHardware: Invalid address 00003bf4 near PC 08a8b0d8 LR 08a8b044 |
RIDGE RACER |
v1.13.2-2494-g6a6ec80f6 |
2023-12-18 |
ReadFromHardware: Invalid address 1eadef1f near PC 0881ffec LR 0881ece4 |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-05-25 |
00000000=sceUtilityScreenshotInitStart(09c99a2c) |
Toy Story 3 |
v1.13.2-2494-g6a6ec80f6 |
2023-11-22 |
ReadFromHardware: Invalid address 0048ad00 near PC 08b44fcc LR 08aa6294 |
Toy Story 3 |
v1.13.2-2494-g6a6ec80f6 |
2023-11-22 |
Unknown GetPointerWrite 0000ace0 PC 08a03a3c LR 08a03a44 |
Toy Story 3 |
v1.13.2-2494-g6a6ec80f6 |
2023-11-22 |
ReadFromHardware: Invalid address 0048ace4 near PC 08a6a8ac LR 08a6a940 |
Innocent Life |
v1.13.2-2494-g6a6ec80f6 |
2023-11-20 |
WriteToHardware: Invalid address 0000003a near PC 0880563c LR 0882fe30 |
Innocent Life |
v1.13.2-2494-g6a6ec80f6 |
2023-11-20 |
ReadFromHardware: Invalid address 0000000e near PC 08873564 LR 0886efb0 |
Innocent Life |
v1.13.2-2494-g6a6ec80f6 |
2023-11-20 |
ReadFromHardware: Invalid address 00000014 near PC 0882f8d0 LR 0882f85c |
Innocent Life |
v1.13.2-2494-g6a6ec80f6 |
2023-11-20 |
ReadFromHardware: Invalid address 0000003a near PC 0882f878 LR 0882f85c |
The 3rd Birthday® |
v1.13.2-2494-g6a6ec80f6 |
2023-11-19 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1700,1080 / 960,544 |
METAL GEAR SOLID PORTABLE OPS |
v1.13.2-2494-g6a6ec80f6 |
2023-11-19 |
UI scissor out of bounds in CwCheatScreen: 410,0-1510,997 / 960,544 |
God of War™: Ghost of Sparta |
v1.13.2-2494-g6a6ec80f6 |
2023-11-18 |
ReadFromHardware: Invalid address 00000028 near PC 088f1af4 LR 088f1aa0 |
Ghost Rider |
v1.16.6 |
2024-01-26 |
ReadFromHardware: Invalid address 03480f34 near PC 0892cc10 LR 0892cc10 |
Ghost Rider |
v1.13.2-2494-g6a6ec80f6 |
2023-11-18 |
WriteToHardware: Invalid address 43480dd0 near PC 089eee88 LR 089f64d4 |
Pro Evolution Soccer 2019 |
v1.16.6-330-g74a13b0ca |
2023-11-20 |
WriteToHardware: Invalid address 00000004 near PC 08863d5c LR 08856c24 |
Pro Evolution Soccer 2019 |
v1.16.6-330-g74a13b0ca |
2023-11-20 |
ReadFromHardware: Invalid address 00000004 near PC 08863d5c LR 08856c24 |
Pro Evolution Soccer 2019 |
v1.13.2-2494-g6a6ec80f6 |
2023-11-18 |
ReadFromHardware: Invalid address 00000000 near PC 0881c154 LR 0881c154 |
God of War: Chains of Olympus |
v1.13.2-2494-g6a6ec80f6 |
2023-11-06 |
WriteToHardware: Invalid address 00000539 near PC 089b6f5c LR 089b7194 |
God of War: Chains of Olympus |
v1.13.2-2494-g6a6ec80f6 |
2023-11-06 |
ReadFromHardware: Invalid address 0000053d near PC 089b6f5c LR 089b7194 |
Resistance: Retribution™ |
v1.16.6 |
2023-11-26 |
Unknown GetPointerWrite ebffa938 PC 08cd674c LR 08cd6754 |
Tomb Raider: Legend™ |
v1.13.2-2494-g6a6ec80f6 |
2023-10-24 |
sceDmacMemcpy(dest=041a4800, src=091cdb70, size=5120): overlapping read |
Patapon™3 |
v1.13.2-2494-g6a6ec80f6 |
2023-10-22 |
ReadFromHardware: Invalid address 00000000 near PC 08b4e884 LR 08b4e964 |
Patapon® 3 |
v1.13.2-2494-g6a6ec80f6 |
2023-10-22 |
ReadFromHardware: Invalid address 0a000000 near PC 08869eb4 LR 08869ed8 |
VALHALLAKNIGHTS |
v1.13.2-2494-g6a6ec80f6 |
2023-10-22 |
WriteToHardware: Invalid address 00000001 near PC 0881b604 LR 0881b5d8 |
VALHALLAKNIGHTS |
v1.13.2-2494-g6a6ec80f6 |
2023-10-22 |
ReadFromHardware: Invalid address 00000001 near PC 0881b5d8 LR 0881b5d8 |
RENGOKU: The Tower of Purgatory |
v1.13.2-2494-g6a6ec80f6 |
2023-10-22 |
Unknown GetPointerWrite 00000000 PC 08883ff4 LR 08883ffc |
eFootball By TM ARTS |
v1.17.1 |
2024-10-19 |
ReadFromHardware: Invalid address 00000000 near PC 08a47880 LR 08a3fbb0 |
FINAL FANTASY II |
v1.13.2-2494-g6a6ec80f6 |
2023-10-01 |
UI scissor out of bounds in GamePauseScreen: 2245,20-300,1329 / 960,544 |
FINAL FANTASY II |
v1.13.2-2494-g6a6ec80f6 |
2023-10-01 |
UI scissor out of bounds in GamePauseScreen: 0,20-2235,1329 / 960,544 |
eFootball By TM ARTS |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
VALKYRIE PROFILE -LENNETH- |
v1.13.2-2494-g6a6ec80f6 |
2023-09-15 |
UI scissor out of bounds in GamePauseScreen: 1447,30-450,986 / 954,517 |
VALKYRIE PROFILE -LENNETH- |
v1.13.2-2494-g6a6ec80f6 |
2023-09-15 |
UI scissor out of bounds in GamePauseScreen: 0,30-1433,986 / 954,517 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-23 |
Savedata version requested: 3 |
BOMBERMAN |
v1.13.2-2494-g6a6ec80f6 |
2023-09-07 |
UI scissor out of bounds in GamePauseScreen: 20,85-668,683 / 1366,685 |
BOMBERMAN |
v1.13.2-2494-g6a6ec80f6 |
2023-09-07 |
UI scissor out of bounds in GamePauseScreen: 20,85-668,683 / 1370,729 |
BOMBERMAN |
v1.13.2-2494-g6a6ec80f6 |
2023-09-07 |
ReadFromHardware: Invalid address 00000013 near PC 088d85e0 LR 088d85e0 |
Prince of Persia: The Forgotten Sands™ |
v1.13.2-2494-g6a6ec80f6 |
2023-09-07 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1150,729 / 1366,685 |
Persona3 PORTABLE |
v1.13.2-2494-g6a6ec80f6 |
2023-08-11 |
WriteToHardware: Invalid address 0cccccdc near PC 089cd23c LR 08ab933c |
Persona3 PORTABLE |
v1.13.2-2494-g6a6ec80f6 |
2023-08-11 |
ReadFromHardware: Invalid address 0cccccdc near PC 089cd23c LR 08ab933c |
KINGDOM HEARTS Birth by Sleep FINAL MIX |
v1.13.2-2494-g6a6ec80f6 |
2023-08-11 |
Unknown GetPointer 0a00079c PC 08ac02fc LR 08ac02fc |
Need For Speed™ Underground Rivals |
v1.13.2-2494-g6a6ec80f6 |
2023-08-11 |
UI scissor out of bounds in MainScreen: 61,0-1250,817 / 1722,816 |
Need For Speed™ Underground Rivals |
v1.13.2-2494-g6a6ec80f6 |
2023-08-11 |
UI scissor out of bounds in CwCheatScreen: 518,0-1002,721 / 1520,720 |
STAR OCEAN: Second Evolution |
v1.13.2-2494-g6a6ec80f6 |
2023-08-09 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1700,1080 / 960,544 |
FINAL FANTASY 零式 ディスク1 |
v1.13.2-2494-g6a6ec80f6 |
2023-08-06 |
UI scissor out of bounds in CwCheatScreen: 410,0-1030,817 / 960,544 |
FINAL FANTASY 零式 ディスク1 |
v1.13.2-2494-g6a6ec80f6 |
2023-08-06 |
WriteToHardware: Invalid address 00000131 near PC 088df78c LR 088df780 |
FINAL FANTASY 零式 ディスク1 |
v1.13.2-2494-g6a6ec80f6 |
2023-08-06 |
WriteToHardware: Invalid address 000007f0 near PC 088c2d34 LR 088bc2c8 |
FINAL FANTASY 零式 ディスク1 |
v1.13.2-2494-g6a6ec80f6 |
2023-08-06 |
WriteToHardware: Invalid address 000007d0 near PC 088b4c04 LR 088b4b90 |
FINAL FANTASY 零式 ディスク1 |
v1.13.2-2494-g6a6ec80f6 |
2023-08-06 |
ReadFromHardware: Invalid address 000007f0 near PC 088b362c LR 088b3cc0 |
FINAL FANTASY 零式 ディスク1 |
v1.13.2-2494-g6a6ec80f6 |
2023-08-06 |
WriteToHardware: Invalid address 000007a8 near PC 088b3c34 LR 088b3c34 |
FINAL FANTASY 零式 ディスク1 |
v1.13.2-2494-g6a6ec80f6 |
2023-08-06 |
ReadFromHardware: Invalid address 2eafd7f0 near PC 088b3c00 LR 088adaf4 |