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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 |