Recent logs - v1.4.2-425-g7a7ccee5e

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Game title Version Latest Report Message
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 0df3b7d8
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 0df2df18
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 0df14b78
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 0ae168a0
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 0ae4eae0
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 0df0df18
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 0aca2ee0
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 0ae0fc40
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 0ddc21a0
(homebrew) v1.4.2-425-g7a7ccee5e 2020-09-19 Wrong magic number 001b00c4
英雄伝説 空の軌跡 the 3rd v1.4.2-425-g7a7ccee5e 2020-09-18 D3D error in shader compilation: info: D:\5funGameHall\memory(14,55): error X3004: undeclared identifier 'u_proj_through' D:\5funGameHall\memory(14,21): error X3013: 'mul': intrinsic function does not take 2 parameters D:\5funGameHall\memory(14,21): error X3013: Possible intrinsic functions are: D:\5funGameHall\memory(14,21): error X3013: mul(float, float) D:\5funGameHall\memory(14,21): error X3013: mul(float, floatK) D:\5funGameHall\memory(14,21): error X3013: mul(float, floatLxK) D:\5funGameHall\memory(14,21): error X3013: mul(floatM, float) D:\5funGameHall\memory(14,21): error X3013: mul(floatM, floatM) D:\5funGameHall\memory(14,21): error X3013: mul(floatM, floatMxK) D:\5funGameHall\memory(14,21): error X3013: mul(floatNxM, float) D:\5funGameHall\memory(14,21): error X3013: mul(floatNxM, floatM) D:\5funGameHall\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; }
仮面ライダー 超クライマックスヒーローズ v1.4.2-425-g7a7ccee5e 2020-09-18 Unable to download render target data from 04044000
ドラゴンボールZ 真武道会2 v1.4.2-425-g7a7ccee5e 2020-09-17 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 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
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e0e28f0
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e0e14a0
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e13f7d0
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e0dcde8
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e0f4648
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e0f3978
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 004600c4
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e0a6eb8
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e166e80
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e0ddc60
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e100818
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 0e0ef6a8
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-09-04 Wrong magic number 003c00c4
討鬼伝 極 v1.4.2-425-g7a7ccee5e 2020-08-31 sceDmacMemcpy(dest=08d4ae00, src=09b9b940, size=25020): overlapping read
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-31 Wrong magic number 0e5849b8
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-31 Wrong magic number 0e5788d0
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-31 Wrong magic number 0e5793e0
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-31 Wrong magic number 0e57cb18
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-31 Wrong magic number 0e573a78
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-31 Wrong magic number 0e4f2920
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-31 Wrong magic number 006800c4
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-31 Wrong magic number 0e541c00
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-30 Wrong magic number 0e4e8988
グランナイツヒストリー v1.4.2-425-g7a7ccee5e 2020-08-30 00000000=sceUtilityScreenshotInitStart(08d3ca90)
グランナイツヒストリー v1.4.2-425-g7a7ccee5e 2020-08-30 00000000=sceUtilityScreenshotInitStart(08dea680)
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-28 Wrong magic number 00000363
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-28 Wrong magic number 414e0363
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-28 Wrong magic number 0d281950
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-28 Wrong magic number 0d2e4880
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-28 Wrong magic number 0d2d2500
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-28 Wrong magic number 0d287e98
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-28 Wrong magic number 0d329848
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-28 Wrong magic number 002100c4
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-08-28 Wrong magic number 0d289ed8
仮面ライダー クライマックスヒーローズ オーズ v1.4.2-425-g7a7ccee5e 2020-08-27 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 2020-08-27 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; }
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2020-08-27 sceDmacMemcpy(dest=04167a00, src=09a08ac0, size=2048): overlapping read
機動戦士ガンダムSEED 連合VS.Z.A.F.T. PORTABLE v1.4.2-425-g7a7ccee5e 2020-08-27 Wrong magic number 55555555
討鬼伝 v1.4.2-425-g7a7ccee5e 2020-08-29 Texture cache ran out of GPU memory; switching to low memory mode
Spider-Man: Friend or Foe v1.4.2-425-g7a7ccee5e 2020-08-28 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
ましろ色シンフォニー *mutsu-no-hana v1.4.2-425-g7a7ccee5e 2020-08-26 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 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
遊☆戯☆王 5D's タッグフォース5 v1.4.2-425-g7a7ccee5e 2020-08-16 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; }
LOST REGNUM ~魔窟的皇帝~ v1.4.2-425-g7a7ccee5e 2020-08-10 WriteToHardware: Invalid address 000000ec near PC 08000000 LR 08000000
LOST REGNUM ~魔窟的皇帝~ v1.4.2-425-g7a7ccee5e 2020-08-10 WriteToHardware: Invalid address 00000004 near PC 08000000 LR 08000000
デジモンアドベンチャー v1.4.2-425-g7a7ccee5e 2020-08-10 ReadFromHardware: Invalid address 001d088b near PC 001d088b LR 001d088b
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2020-08-09 Unsupported Vertex Screen Coordinate X : f00e021f
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2020-08-09 Unsupported Vertex Screen Coordinate Y : f1100031
一騎当千 XROSS IMPACT v1.4.2-425-g7a7ccee5e 2020-08-09 Unknown GE command : fc5223fe
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-08-07 Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier / code: #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute 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; varying lowp vec4 v_color0; varying 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; }
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-08-06 sceDmacMemcpy(dest=08400000, src=09f4bfc0, size=59536): overlapping read
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-08-06 sceDmacMemcpy(dest=09051d00, src=092882c0, size=48832): overlapping read
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-08-05 Error in shader compilation: info: ERROR: 0:18: 'u_proj' : undeclared identifier / code: #version 110 #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 vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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_texcoord = vec3(u_uvscaleoffset.zw, 0.0); }
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 2020-08-04 sceDmacMemcpy(dest=084b3440, src=091a2780, size=472160): overlapping read
戦国BASARA BATTLE HEROES v1.4.2-425-g7a7ccee5e 2020-08-07 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
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 2020-08-04 sceDmacMemcpy(dest=041a6000, src=08d14b10, size=368640): overlapping read
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-09-19 Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier / code: #version 110 #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; }
刺客信条 血统 汉化版 PLAY汉化组 v1.4.2-425-g7a7ccee5e 2020-08-03 ReadFromHardware: Invalid address 3f800000 near PC 08a6333c LR 08a6333c
LEGO® Harry Potter™: Years 5-7 v1.4.2-425-g7a7ccee5e 2020-08-01 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; }
遊戯王デュエルモンスターズGX タッグフォース 3 v1.4.2-425-g7a7ccee5e 2020-07-31 Error in shader compilation: info: ERROR: 0:19: 'u_proj' : undeclared identifier / code: #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute 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; varying lowp vec4 v_color0; varying 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; }
Spider-Man 2 v1.4.2-425-g7a7ccee5e 2020-07-29 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; }
遊戯王デュエルモンスターズGX タッグフォース 3 v1.4.2-425-g7a7ccee5e 2020-07-31 Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier / code: #version 110 #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; }
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 2020-07-22 sceDmacMemcpy(dest=041a6000, src=08d12b50, size=368640): overlapping read
とらドラP! v1.4.2-425-g7a7ccee5e 2020-07-21 Error in shader compilation: info: ERROR: 0:158: 'u_proj' : undeclared identifier ERROR: 0:159: 'col' : undeclared identifier ERROR: 0:165: 'toLight' : undeclared identifier ERROR: 0:165: 'assign' : cannot convert from '3-component vector of float' to 'float' ERROR: 0:166: 'assign' : l-value required "distance" (can't modify void) ERROR: 0:166: 'assign' : cannot convert from 'float' to 'void' ERROR: 0:167: 'assign' : cannot convert from 'void' to 'float' ERROR: 0:168: 'dot' : no matching overloaded function found (using implicit conversion) ERROR: 0:169: 'dot' : no matching overloaded function found (using implicit conversion) ERROR: 0:171: 'lightScale' : undeclared identifier ERROR: 0:171: 'constructor' : can't convert ERROR: 0:171: 'constructor' : can't convert ERROR: 0:173: 'lightScale' : undeclared identifier ERROR: 0:175: 'diffuse' : undeclared identifier ERROR: 0:175: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:175: 'assign' : cannot convert from '3-component vector of float' to 'float' ERROR: 0:178: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:178: 'lightScale' : undeclared identifier ERROR: 0:179: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:180: 'assign' : cannot convert from '3-component vector of float' to 'float' ERROR: 0:181: 'assign' : l-value required "distance" (can't modify void) ERROR: 0:181: 'assign' : cannot convert from 'float' to 'void' ERROR: 0:182: 'assign' : cannot convert from 'void' to 'float' ERROR: 0:183: 'dot' : no matching overloaded function found (using implicit conversion) ERROR: 0:184: 'dot' : no matching overloaded function found (using implicit conversion) ERROR: 0:186: 'constructor' : can't convert ERROR: 0:186: 'constructor' : can't convert ERROR: 0:190: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:190: 'assign' : cannot convert from '3-component vector of float' to 'float' ERROR: 0:193: 'rgb' : field / 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
ToHeart2ダンジョントラベラーズ v1.4.2-425-g7a7ccee5e 2020-07-24 FBO reusing depthbuffer, 00000000/00110000 and 00088000/00110000
英雄伝説 空の軌跡 the 3rd v1.4.2-425-g7a7ccee5e 2020-09-18 fbo_blit_color failed in blit (00044000 -> 00044000)
英雄伝説 空の軌跡 the 3rd v1.4.2-425-g7a7ccee5e 2020-09-18 fbo_blit_color failed in blit (00000000 -> 00000000)
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Unknown GetPointer 9e001f1e PC 9e001f1e LR 08c01d54
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Error in shader compilation: info: ERROR: 0:18: '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 vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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_texcoord = vec3(u_uvscaleoffset.zw, 0.0); }
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Unsupported Vertex Color Value : f66e8690
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Unsupported Vertex Screen Coordinate Y : f1001906
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Bad vertex address 0db63109!
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Bad vertex address 0c63342a!
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Unsupported alpha/stencil mask: 21
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Unsupported Vertex Alpha and Primitive : f79e9930
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Unexpected prim type: 7
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Unsupported RGB mask: r=66 g=66 b=88
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Unknown GE command : fe666550
The 3rd Birthday v1.4.2-425-g7a7ccee5e 2020-07-13 Unknown GetPointer cb000000 PC cb000000 LR 08c01d54
真・三國無双6 Special v1.4.2-425-g7a7ccee5e 2020-07-09 sceDmacMemcpy(dest=09866fa0, src=09ece440, size=3616): overlapping read
真・三國無双6 Special v1.4.2-425-g7a7ccee5e 2020-07-05 sceDmacMemcpy(dest=097b2770, src=09ece440, size=5664): overlapping read
真・三國無双6 Special v1.4.2-425-g7a7ccee5e 2020-07-05 Unsupported Vertex Fog Coefficient : f8421100
真・三國無双6 Special v1.4.2-425-g7a7ccee5e 2020-07-05 Unsupported RGB mask: r=88 g=8d b=88
真・三國無双6 Special v1.4.2-425-g7a7ccee5e 2020-07-04 Unsupported Vertex Screen Coordinate Z : f2fae3fa
CRISIS CORE -FINAL FANTASY VII- v1.4.2-425-g7a7ccee5e 2020-07-04 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; }
真・三國無双6 Special v1.4.2-425-g7a7ccee5e 2020-06-27 Unsupported Vertex Screen Coordinate Z : f2ba7801
スーパーロボット大戦A PORTABLE v1.4.2-425-g7a7ccee5e 2020-07-03 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; }
仮面ライダー 超クライマックスヒーローズ v1.4.2-425-g7a7ccee5e 2020-07-02 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; }