Recent logs - v1.4.2-425-g7a7ccee5e

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Game title Version Latest Report Message
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2023-09-25 sceDmacMemcpy(dest=092feb40, src=09cef040, size=1734400): overlapping read
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2023-09-24 sceDmacMemcpy(dest=09231fc0, src=09cef040, size=2011456): overlapping read
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2023-09-19 sceDmacMemcpy(dest=0963c180, src=09f527c0, size=34368): overlapping read
NBA2K13 v1.4.2-425-g7a7ccee5e 2023-09-19 Error in shader program link: info: The  shader uses varying v_color1, but previous shader does not write to it. Out of resource error. / fs: #version 330 #define lowp #define mediump #define highp in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 330 #define lowp #define mediump #define highp in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_depthRange; out lowp vec4 v_color0; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } void main() { v_color0 = color0; gl_Position = depthRoundZVP(u_proj * vec4(position.xyz, 1.0)); }
Call of Duty : Roads to Victory™ v1.4.2-425-g7a7ccee5e 2023-09-17 Error in shader compilation: info: 0(19) : error C1503: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in lowp vec4 color0; 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 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
FINAL FANTASY IV Complete Collection v1.4.2-425-g7a7ccee5e 2023-09-10 Error in shader compilation: info: 0(19) : error C1008: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in lowp vec4 color0; 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 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=04178000, src=08de3fb0, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=0413e000, src=08de81b0, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=040fec00, src=08e8ce00, size=1024): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=04127000, src=08de1eb0, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=041bd800, src=08dee050, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=040d7c00, src=08de1660, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=041bb800, src=08ded430, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=041b3800, src=08debf70, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=040fc000, src=08e2d190, size=8192): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=040cc000, src=08dd6510, size=65536): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=040f8000, src=08e41200, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=040f8000, src=08df06e0, size=16384): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=040f8000, src=08de9920, size=8192): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-05 sceDmacMemcpy(dest=04167000, src=08de22d0, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=041c5000, src=08e44cc0, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=0419a000, src=08de8980, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=0419a000, src=08de8980, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04166000, src=08def930, size=1024): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04175400, src=08dffef0, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04175400, src=08e07ff0, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04175400, src=08e04770, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04175400, src=08e06bb0, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04175400, src=08e08430, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04175400, src=08e05ff0, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04175400, src=08e02330, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04175400, src=08dfeab0, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04139800, src=08dde4f0, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=04116800, src=08de22d0, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=041ba800, src=08ddfdb0, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=041fda00, src=08ddbbb0, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=041fda00, src=08ddd890, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=0410b000, src=08de22d0, size=8192): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=040cf000, src=08ddd050, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=0415a800, src=08de0a10, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=0415a800, src=08de0a10, size=2048): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=041bd800, src=08df2ad0, size=8192): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=041bd800, src=08df2ad0, size=4096): overlapping read
英雄伝説 空の軌跡FC v1.4.2-425-g7a7ccee5e 2023-09-04 sceDmacMemcpy(dest=0418f000, src=08de7970, size=8192): overlapping read
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2023-09-22 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: 0:16: error(#143) Undeclared identifier u_proj ERROR: error(#273) 1 compilation errors. No code generated / 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; }
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2023-09-02 sceDmacMemcpy(dest=092a5e80, src=09f57fc0, size=10304): overlapping read
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2023-09-02 sceDmacMemcpy(dest=08400000, src=09cef040, size=196864): overlapping read
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-08-30 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: 0:158: error(#143) Undeclared identifier u_proj ERROR: 0:159: error(#143) Undeclared identifier col ERROR: 0:175: error(#216) Vector field selection out of range 'rgb' ERROR: 0:178: error(#216) Vector field selection out of range 'rgb' ERROR: 0:179: error(#216) Vector field selection out of range 'rgb' ERROR: 0:190: error(#216) Vector field selection out of range 'rgb' ERROR: 0:193: error(#216) Vector field selection out of range 'rgb' ERROR: 0:194: error(#216) Vector field selection out of range 'rgb' ERROR: 0:205: error(#216) Vector field selection out of range 'rgb' ERROR: 0:208: error(#216) Vector field selection out of range 'rgb' ERROR: 0:209: error(#216) Vector field selection out of range 'rgb' ERROR: 0:220: error(#216) Vector field selection out of range 'rgb' ERROR: 0:223: error(#216) Vector field selection out of range 'rgb' ERROR: 0:224: error(#216) Vector field selection out of range 'rgb' ERROR: 0:226: error(#143) Undeclared identifier tex ERROR: error(#273) 15 compilation errors. No code generated / code: #version 330 #define lowp #define mediump #define highp in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler1D u_tess_pos_tex; uniform sampler1D u_tess_tex_tex; uniform sampler1D 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; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 kn
仮面ライダー 超クライマックスヒーローズ v1.4.2-425-g7a7ccee5e 2023-08-28 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; }
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4.2-425-g7a7ccee5e 2023-08-25 sceDmacMemcpy(dest=041be370, src=09653e10, size=25104): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-21 sceDmacMemcpy(dest=041c7900, src=08e5db50, size=8192): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-21 sceDmacMemcpy(dest=041c7900, src=08e5db50, size=4096): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-21 sceDmacMemcpy(dest=041fa300, src=08e67810, size=4096): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-21 sceDmacMemcpy(dest=041d2100, src=08e5adf0, size=16384): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-20 sceIoIoctl(disc0:/sce_lbn03ce02_size0xf626, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-20 sceDmacMemcpy(dest=0418c900, src=08e52e10, size=8192): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-20 sceDmacMemcpy(dest=041eb500, src=090012b0, size=4096): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-20 sceDmacMemcpy(dest=041fc500, src=08e9bd50, size=4096): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-20 sceDmacMemcpy(dest=041a5900, src=08e53a70, size=32768): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-20 sceDmacMemcpy(dest=041a5900, src=08e53a70, size=8192): overlapping read
Luxor:Pharaoh's Challenge v1.4.2-425-g7a7ccee5e 2023-08-19 Error in shader compilation: info: 0(158) : error C1008: undefined variable "u_proj" 0(159) : error C1008: undefined variable "col" 0(175) : error C1008: undefined variable "col" 0(178) : error C1008: undefined variable "col" 0(179) : error C1008: undefined variable "col" 0(190) : error C1008: undefined variable "col" 0(193) : error C1008: undefined variable "col" 0(194) : error C1008: undefined variable "col" 0(205) : error C1008: undefined variable "col" 0(208) : error C1008: undefined variable "col" 0(209) : error C1008: undefined variable "col" 0(220) : error C1008: undefined variable "col" 0(223) : error C1008: undefined variable "col" 0(224) : error C1008: undefined variable "col" 0(226) : error C1008: undefined variable "tex" / code: #version 330 #define lowp #define mediump #define highp in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler1D u_tess_pos_tex; uniform sampler1D u_tess_tex_tex; uniform sampler1D 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; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (pa
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-16 sceDmacMemcpy(dest=041ce300, src=08e9d750, size=131072): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-15 sceDmacMemcpy(dest=041a8100, src=08e588d0, size=1024): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-15 sceDmacMemcpy(dest=041b4900, src=08e59110, size=8192): overlapping read
eFootball Winning Eleven 2020 by SinSega v1.4.2-425-g7a7ccee5e 2023-08-14 Unknown GetPointer 00000000 PC 08828808 LR 08828810
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-13 sceDmacMemcpy(dest=041fd900, src=08ec4d30, size=2048): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-13 sceDmacMemcpy(dest=041fd900, src=08ed3af0, size=2048): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-13 sceDmacMemcpy(dest=041fd900, src=08ec0c30, size=2048): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-13 sceDmacMemcpy(dest=041fd900, src=08eca5b0, size=2048): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-13 sceDmacMemcpy(dest=041fd900, src=08ed87b0, size=2048): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-13 sceDmacMemcpy(dest=041fd900, src=08f03e70, size=2048): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-13 sceDmacMemcpy(dest=041c2500, src=08e68f10, size=4096): overlapping read
英雄伝説 碧の軌跡 v1.4.2-425-g7a7ccee5e 2023-08-21 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; }
中原の覇者 三国将星伝 v1.4.2-425-g7a7ccee5e 2023-08-05 Unable to reset D3D device
中原の覇者 三国将星伝 v1.4.2-425-g7a7ccee5e 2023-08-05 Direct3D9: Failed to get the device caps!
Sega Genesis Collection™ v1.4.2-425-g7a7ccee5e 2023-08-02 Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj" 0(159) : error C1503: undefined variable "col" 0(175) : error C1503: undefined variable "col" 0(178) : error C1503: undefined variable "col" 0(179) : error C1503: undefined variable "col" 0(190) : error C1503: undefined variable "col" 0(193) : error C1503: undefined variable "col" 0(194) : error C1503: undefined variable "col" 0(205) : error C1503: undefined variable "col" 0(208) : error C1503: undefined variable "col" 0(209) : error C1503: undefined variable "col" 0(220) : error C1503: undefined variable "col" 0(223) : error C1503: undefined variable "col" 0(224) : error C1503: undefined variable "col" 0(226) : error C1503: undefined variable "tex" / code: #version 330 #define lowp #define mediump #define highp in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler1D u_tess_pos_tex; uniform sampler1D u_tess_tex_tex; uniform sampler1D 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; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (pa
中原の覇者 三国将星伝 v1.4.2-425-g7a7ccee5e 2023-08-06 D3D error in shader compilation: info: C:\Documents and Settings\Administrator\memory(14,55): error X3004: undeclared identifier 'u_proj_through' C:\Documents and Settings\Administrator\memory(14,21): error X3013: 'mul': intrinsic function does not take 2 parameters C:\Documents and Settings\Administrator\memory(14,21): error X3013: Possible intrinsic functions are: C:\Documents and Settings\Administrator\memory(14,21): error X3013: mul(float, float) C:\Documents and Settings\Administrator\memory(14,21): error X3013: mul(float, floatK) C:\Documents and Settings\Administrator\memory(14,21): error X3013: mul(float, floatLxK) C:\Documents and Settings\Administrator\memory(14,21): error X3013: mul(floatM, float) C:\Documents and Settings\Administrator\memory(14,21): error X3013: mul(floatM, floatM) C:\Documents and Settings\Administrator\memory(14,21): error X3013: mul(floatM, floatMxK) C:\Documents and Settings\Administrator\memory(14,21): error X3013: mul(floatNxM, float) C:\Documents and Settings\Administrator\memory(14,21): error X3013: mul(floatNxM, floatM) C:\Documents and Settings\Administrator\memory(14,21): error X3013: mul(floatNxM, floatMxK) / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); struct VS_IN { float4 position : POSITION; float4 color0 : COLOR0; }; struct VS_OUT { float4 v_color0 : COLOR0; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; Out.v_color0 = In.color0; Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj_through); return Out; }
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2023-07-27 Direct3D9: Failed to get the device caps!
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2023-07-27 DrawActiveTexture() failed: 8876086c
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.4.2-425-g7a7ccee5e 2023-07-27 Unable to reset D3D device
Ys -THE ARK OF NAPISHTIM- SPECIAL VERSION v1.4.2-425-g7a7ccee5e 2023-07-23 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. Out of resource error. / fs: #version 330 #define lowp #define mediump #define highp in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 330 #define lowp #define mediump #define highp in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
スーパーロボット大戦A PORTABLE v1.4.2-425-g7a7ccee5e 2023-07-13 Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier ERROR: 0:16: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / 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; }
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier ERROR: 0:16: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / 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; }
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 000007a4
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 00000042
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 0000002e
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 0000083c
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 00000a5c
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 000008bc
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 0e4fdb01
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 00005331
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 0000001d
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 000008c0
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 000009a4
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 00000027
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 0000000e
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 00000840
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 00000031
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 00000017
METAL GEAR SOLID PEACE WALKER v1.4.2-425-g7a7ccee5e 2023-07-12 Wrong magic number 0000001a