Recent logs - v1.4.2-425-g7a7ccee5e

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Game title Version Latest Report Message
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ad2f008
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ad744b8
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ad0f9b0
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0a788ff0
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0a7176d0
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0a78b550
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0afff008
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0af64258
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0b0ae008
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0af39588
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0af61cf8
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0af4ed58
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0adc6fd8
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0acfc550
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ada1b88
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ada40e8
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0acf9ff0
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ad70008
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ae99008
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ae432a8
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ae6ec80
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ae38008
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ae4da30
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0ae575c8
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 13129260
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0aa4cc48
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 131a9008
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0aa2df88
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0aaacf10
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 0a871008
BLAZBLUE CONTINUUM SHIFT EXTEND v1.4.2-425-g7a7ccee5e 2021-06-16 Wrong magic number 00150178
KINGDOM HEARTS Birth by Sleep v1.4.2-425-g7a7ccee5e 2021-06-15 Ignoring possible render to texture at 04154000 +64x83 / 128x128
KINGDOM HEARTS Birth by Sleep v1.4.2-425-g7a7ccee5e 2021-06-14 Ignoring possible render to texture at 04154000 +64x100 / 256x256
Aliens vs. Predator™ - Requiem v1.4.2-425-g7a7ccee5e 2021-06-14 Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
KINGDOM HEARTS Birth by Sleep v1.4.2-425-g7a7ccee5e 2021-06-16 Error in shader compilation: info: 0(16) : error C1008: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
KINGDOM HEARTS Birth by Sleep v1.4.2-425-g7a7ccee5e 2021-06-12 Ignoring possible render to texture at 04154000 +64x45 / 256x128
英雄伝説 零の軌跡 v1.4.2-425-g7a7ccee5e 2021-06-11 ReadFromHardware: Invalid address 00000000 near PC 0884a3a8 LR 0884a3b4
KINGDOM HEARTS Birth by Sleep v1.4.2-425-g7a7ccee5e 2021-06-11 Ignoring possible render to texture at 04154000 +64x34 / 128x128
KINGDOM HEARTS Birth by Sleep v1.4.2-425-g7a7ccee5e 2021-06-11 Ignoring possible render to texture at 04154000 +0x107 / 256x128
英雄伝説 零の軌跡 v1.4.2-425-g7a7ccee5e 2021-06-09 sceDmacMemcpy(dest=041d0100, src=08e32ee0, size=16384): overlapping read
英雄伝説 零の軌跡 v1.4.2-425-g7a7ccee5e 2021-06-09 sceDmacMemcpy(dest=041c6100, src=08e31a40, size=16384): overlapping read
英雄伝説 零の軌跡 v1.4.2-425-g7a7ccee5e 2021-06-09 sceDmacMemcpy(dest=041ad100, src=08e2e4a0, size=16384): overlapping read
SOL TRIGGER v1.4.2-425-g7a7ccee5e 2021-06-10 Error in shader compilation: info: 0(15) : error C1008: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
PARO_PORTABLE v1.4.2-425-g7a7ccee5e 2021-06-09 Error in shader compilation: info: 0(18) : error C1008: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
SOL TRIGGER v1.4.2-425-g7a7ccee5e 2021-06-10 Error in shader compilation: info: 0(16) : error C1008: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
英雄伝説 零の軌跡 v1.4.2-425-g7a7ccee5e 2021-06-04 ReadFromHardware: Invalid address 00000000 near PC 08942000 LR 0894200c
英雄伝説 零の軌跡 v1.4.2-425-g7a7ccee5e 2021-06-04 sceDmacMemcpy(dest=0418b600, src=08f74300, size=16384): overlapping read
遊☆戯☆王 5D's タッグフォース5 v1.4.2-425-g7a7ccee5e 2021-06-04 Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier / code: #version 130 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2021-06-01 sceDmacMemcpy(dest=041a5c00, src=0927b4c0, size=32768): overlapping read
DIABOLIK LOVERS v1.4.2-425-g7a7ccee5e 2021-05-29 sceDmacMemcpy(dest=08f78800, src=08da0aa0, size=557056): overlapping read
HEROES PHANTASIA v1.4.2-425-g7a7ccee5e 2021-05-29 sceDmacMemcpy(dest=04088000, src=096d4480, size=557056): overlapping read
ソードアート・オンライン -インフィニティ・モーメント- v1.4.2-425-g7a7ccee5e 2021-05-30 sceDmacMemcpy(dest=041a6000, src=08d10950, size=368640): overlapping read
テイルズ オブ ザ ワールド レディアント マイソロジー3 v1.4.2-425-g7a7ccee5e 2021-05-28 Error in shader compilation: info: 0(16) : error C1008: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
幻想水滸伝 紡がれし百年の時 v1.4.2-425-g7a7ccee5e 2021-06-01 Error in shader compilation: info: 0(16) : error C1008: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
遊戯王デュエルモンスターズGX タッグフォース 2 v1.4.2-425-g7a7ccee5e 2021-05-25 Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
HEROES PHANTASIA v1.4.2-425-g7a7ccee5e 2021-05-24 sceDmacMemcpy(dest=04110000, src=096a0080, size=557056): overlapping read
Need for Speed™ Shift v1.4.2-425-g7a7ccee5e 2021-05-24 Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier ERROR: 0:159: 'col' : undeclared identifier ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:193: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:194: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:205: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:208: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:209: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:220: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:223: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:224: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:226: 'tex' : undeclared identifier / code: #version 130 #define lowp #define mediump #define highp attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump float u_lightangle0; uniform mediump float u_lightspotCoef0; 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 float u_lightangle1; uniform mediump float u_lightspotCoef1; 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 float u_lightangle2; uniform mediump float u_lightspotCoef2; 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 float u_lightangle3; uniform mediump float u_lightspotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y;
HEROES PHANTASIA v1.4.2-425-g7a7ccee5e 2021-05-24 sceDmacMemcpy(dest=04088000, src=096a0600, size=557056): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.4.2-425-g7a7ccee5e 2021-05-22 sceDmacMemcpy(dest=0414e000, src=0959d4d0, size=195968): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.4.2-425-g7a7ccee5e 2021-05-22 sceDmacMemcpy(dest=0414e000, src=0959d490, size=180208): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.4.2-425-g7a7ccee5e 2021-05-21 sceDmacMemcpy(dest=0414e000, src=0959d500, size=188768): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-20 sceDmacMemcpy(dest=090dd720, src=0919faa0, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-20 sceDmacMemcpy(dest=090dd720, src=09299880, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-20 sceDmacMemcpy(dest=090d8720, src=08f35450, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-19 sceDmacMemcpy(dest=090f9100, src=0935f180, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-20 sceDmacMemcpy(dest=090f4100, src=08f0f8e0, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-19 sceDmacMemcpy(dest=090f9100, src=091bb480, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-19 sceDmacMemcpy(dest=0917bd20, src=093c7010, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-19 sceDmacMemcpy(dest=0917bd20, src=093c6010, size=4096): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.4.2-425-g7a7ccee5e 2021-05-18 sceDmacMemcpy(dest=0414e000, src=0958e610, size=267856): overlapping read
FAIRYTAIL ゼレフ覚醒 v1.4.2-425-g7a7ccee5e 2021-05-17 sceDmacMemcpy(dest=092d2340, src=0928e300, size=278528): overlapping read
FAIRYTAIL ゼレフ覚醒 v1.4.2-425-g7a7ccee5e 2021-05-17 sceDmacMemcpy(dest=09316380, src=091c2240, size=278528): overlapping read
FAIRYTAIL ゼレフ覚醒 v1.4.2-425-g7a7ccee5e 2021-05-17 sceDmacMemcpy(dest=09316380, src=0924a2c0, size=278528): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.4.2-425-g7a7ccee5e 2021-05-15 sceDmacMemcpy(dest=0414e000, src=09501f60, size=202336): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.4.2-425-g7a7ccee5e 2021-05-15 sceDmacMemcpy(dest=0414e000, src=094fd6f0, size=242480): overlapping read
PARO_PORTABLE v1.4.2-425-g7a7ccee5e 2021-06-13 FBO reusing depthbuffer, 00044000/00088000 and 00000000/00088000
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=091789d0, src=09118e20, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=0917c9d0, src=09239f70, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=09176690, src=093caf50, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=09172690, src=09119e20, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=09176690, src=09238a10, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=09171690, src=08f7c450, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=0917bcd0, src=093a4d60, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=0917bcd0, src=093a3d60, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=09185180, src=09451cc0, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=09181180, src=08f99120, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=09185180, src=09242720, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=09180180, src=09125620, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-05-13 sceDmacMemcpy(dest=09186f50, src=0924b590, size=4096): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.4.2-425-g7a7ccee5e 2021-05-12 sceDmacMemcpy(dest=0414e000, src=09510550, size=211232): overlapping read
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2021-05-08 Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier ERROR: 0:159: 'col' : undeclared identifier ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:193: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:194: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:205: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:208: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:209: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:220: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:223: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:224: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:226: 'tex' : undeclared identifier / code: #version 130 #define lowp #define mediump #define highp attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump float u_lightangle0; uniform mediump float u_lightspotCoef0; 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 float u_lightangle1; uniform mediump float u_lightspotCoef1; 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 float u_lightangle2; uniform mediump float u_lightspotCoef2; 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 float u_lightangle3; uniform mediump float u_lightspotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y;
Vantage Master PORTABLE v1.4.2-425-g7a7ccee5e 2021-05-07 sceDmacMemcpy(dest=041ea400, src=08e82400, size=8192): overlapping read
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2021-05-08 Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier / code: #version 130 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
DISSIDIA duodecim FINAL FANTASY v1.4.2-425-g7a7ccee5e 2021-04-27 Error in shader compilation: info: 0(18) : error C1008: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos1; uniform vec3 u_lightpos3; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
KINGDOM HEARTS Birth by Sleep v1.4.2-425-g7a7ccee5e 2021-04-27 fbo_blit_color failed in blit (000cc000 -> 000cc000)
Vantage Master PORTABLE v1.4.2-425-g7a7ccee5e 2021-04-26 sceDmacMemcpy(dest=041fa000, src=08e529e0, size=8192): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-04-26 sceDmacMemcpy(dest=0912f5c0, src=090d3b30, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-04-26 sceDmacMemcpy(dest=091335c0, src=091f5940, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-04-25 sceDmacMemcpy(dest=0915b260, src=08f930f0, size=4096): overlapping read
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2021-04-25 sceDmacMemcpy(dest=09160260, src=092225e0, size=4096): overlapping read