Recent logs - v1.4.2-425-g7a7ccee5e

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2020-11-24 sceDmacMemcpy(dest=09ddd898, src=09643f30, size=560): overlapping read
スーパーダンガンロンパ2 さよなら絶望学園 v1.4.2-425-g7a7ccee5e 2020-11-23 fbo_blit_color failed in blit (00154000 -> 00154000)
ドラゴンボール タッグバーサス v1.4.2-425-g7a7ccee5e 2020-11-23 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; }
BLEACH ~HEAT・THE・SOUL 7~ v1.4.2-425-g7a7ccee5e 2020-11-18 Unable to reset D3D device
CRISIS CORE -FINAL FANTASY VII- v1.4.2-425-g7a7ccee5e 2020-11-15 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; }
CRISIS CORE -FINAL FANTASY VII- v1.4.2-425-g7a7ccee5e 2020-11-15 sceDmacMemcpy(dest=0936ae40, src=08400020, size=212992): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.4.2-425-g7a7ccee5e 2020-11-14 sceDmacMemcpy(dest=087effe0, src=09d63880, size=59392): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.4.2-425-g7a7ccee5e 2020-11-14 sceDmacMemcpy(dest=0846f1c0, src=09466c00, size=176128): overlapping read
英雄伝説 空の軌跡 the 3rd v1.4.2-425-g7a7ccee5e 2020-11-10 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
イースvs.空の軌跡 オルタナティブ・サーガ v1.4.2-425-g7a7ccee5e 2020-11-09 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
Mortal Kombat: Unchained v1.4.2-425-g7a7ccee5e 2020-11-07 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; }
討鬼伝 v1.4.2-425-g7a7ccee5e 2020-11-06 sceDmacMemcpy(dest=09f3e070, src=09b9cc80, size=12160): overlapping read
メモリーズオフ6 ~T-wave~ v1.4.2-425-g7a7ccee5e 2020-11-05 PackFramebufferD3D11_: vfb->fbo == 0
SDガンダム ジージェネレーション オーバーワールド v1.4.2-425-g7a7ccee5e 2020-11-22 Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it. / fs: #version 130 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } / vs: #version 130 #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-30 sceDmacMemcpy(dest=041b2900, src=08d48ef0, size=131072): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-30 sceDmacMemcpy(dest=041e1900, src=08e953f0, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-30 sceDmacMemcpy(dest=041ff100, src=08dfd730, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-30 sceDmacMemcpy(dest=041ff100, src=08df2530, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-30 sceDmacMemcpy(dest=041ff100, src=08e1b6f0, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-30 sceDmacMemcpy(dest=041ff100, src=08e208f0, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-30 sceDmacMemcpy(dest=041ea100, src=08d56db0, size=4096): overlapping read
SDガンダム ジージェネレーション オーバーワールド v1.4.2-425-g7a7ccee5e 2020-11-20 Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it. / fs: #version 130 #define lowp #define mediump #define highp uniform sampler2D tex; uniform vec3 u_texenv; varying vec4 v_color0; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); fragColor0 = v; } / vs: #version 130 #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
SDガンダム ジージェネレーション オーバーワールド v1.4.2-425-g7a7ccee5e 2020-11-01 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;
판타지 골프 팡야 포터블 v1.4.2-425-g7a7ccee5e 2020-11-13 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
Tenchu: TOTA v1.4.2-425-g7a7ccee5e 2020-10-18 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; }
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 1537a0a0
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 153a6a80
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 153a4a80
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cee23b0
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf51730
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf51f30
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf11308
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf1ab98
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 03e8ec98
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 03c8bd28
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf0b248
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0ce4cf68
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf16f80
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf4e120
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf12f80
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf05180
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf4a120
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cf0def8
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0ceef820
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cef5180
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0ceea798
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 005500c4
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0ce5af88
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cee26c8
ガンダム メモリーズ ~戦いの記憶~ v1.4.2-425-g7a7ccee5e 2020-10-16 Wrong magic number 0cee5710
メモリーズオフ#5 encore v1.4.2-425-g7a7ccee5e 2020-10-15 PackFramebufferD3D11_: vfb->fbo == 0
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 FBO reusing depthbuffer, 00176000/00110000 and 00088000/00110000
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 00000000=sceUtilityScreenshotInitStart(08a3b5d8)
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08e91d30, size=557056): overlapping read
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08d598b0, size=557056): overlapping read
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08da2ef0, size=557056): overlapping read
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08ebc8b0, size=557056): overlapping read
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08f04830, size=557056): overlapping read
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08da2e60, size=557056): overlapping read
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08d7eb80, size=557056): overlapping read
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08d9fc70, size=557056): overlapping read
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 00000000=sceUtilityScreenshotInitStart(08a39d48)
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08d9fbe0, size=557056): overlapping read
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 00000000=sceUtilityScreenshotInitStart(08a39c18)
恋愛0キロメートル Portable v1.4.2-425-g7a7ccee5e 2020-10-09 sceDmacMemcpy(dest=04177ff0, src=08ef7330, size=557056): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040ed400, src=08d71130, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=041fe900, src=08e27350, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edf00, src=08daae50, size=256): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040ede00, src=08da9db0, size=256): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edd00, src=08da9990, size=256): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edc00, src=08da9570, size=256): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edc00, src=08daa570, size=256): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edd00, src=08daa990, size=256): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040ede00, src=08daadb0, size=512): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040ede00, src=08db12f0, size=512): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edd00, src=08db0ed0, size=256): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edc00, src=08db0ab0, size=256): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edc00, src=08dae230, size=256): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edd00, src=08dae650, size=512): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edd00, src=08dbe950, size=512): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=040edc00, src=08dbe530, size=256): overlapping read
弹丸论破:希望的学园与绝望的高中生汉化版 v1.4.2-425-g7a7ccee5e 2020-10-06 DrawActiveTexture() failed: 8876086c
弹丸论破:希望的学园与绝望的高中生汉化版 v1.4.2-425-g7a7ccee5e 2020-10-06 Unable to reset D3D device
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e858f0, size=16384): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e7a7f0, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e793b0, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e8a170, size=16384): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e81c30, size=16384): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e6ae70, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e7c3b0, size=8192): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e75b30, size=16384): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e6f2b0, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e6c3b0, size=16384): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e52830, size=16384): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e49730, size=16384): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e61e70, size=16384): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e60d70, size=8192): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e631b0, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e5ed70, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2020-10-06 sceDmacMemcpy(dest=0419c900, src=08e56c70, size=16384): overlapping read