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| Game title |
Version |
Latest Report |
Hits |
Message |
| SDガンダム ジージェネレーション オーバーワールド |
v1.6.3-312-g31646d6c8 |
2025-10-27 |
1 |
WriteToHardware: Invalid address 0007af08 near PC 08aab800 LR 08aab800 |
| SDガンダム ジージェネレーション オーバーワールド |
v1.6.3-312-g31646d6c8 |
2025-10-06 |
1 |
WriteToHardware: Invalid address 00066dac near PC 08aab800 LR 08aab800 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 001f0000: pc = 001e0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 001e0000: pc = 001d0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 001d0000: pc = 001c0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 001c0000: pc = 001b0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 001b0000: pc = 001a0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 001a0000: pc = 00190000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00190000: pc = 00180000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00180000: pc = 00170000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00170000: pc = 00160000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00160000: pc = 00150000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00150000: pc = 00140000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00140000: pc = 00130000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00130000: pc = 00120000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00120000: pc = 00110000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00110000: pc = 00100000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00100000: pc = 000f0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 000f0000: pc = 000e0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 000e0000: pc = 000d0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 000d0000: pc = 000c0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 000c0000: pc = 000b0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 000b0000: pc = 000a0000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 000a0000: pc = 00090000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00090000: pc = 00080000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00080000: pc = 00070000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00070000: pc = 00060000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00060000: pc = 00050000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00050000: pc = 00040000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00040000: pc = 00030000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00020000: pc = 00010000 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
1 |
Trying to write block exit to illegal destination 00030000: pc = 00020000 |
| SDガンダム ジージェネレーション オーバーワールド |
v1.6.3-312-g31646d6c8 |
2025-10-03 |
2 |
WriteToHardware: Invalid address 0005c46c near PC 08aab800 LR 08aab800 |
| EA-Sports FC Lop-Play |
v1.9.4 |
2026-11-08 |
98,864 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| EA-Sports FC Lop-Play |
v1.9.4 |
2026-11-08 |
344,039 |
Savedata version requested on save: 3 |
| Dante's Inferno™ |
v1.6.3-312-g31646d6c8 |
2023-12-14 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0000f000 AlphaTest >=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 300 es
precision highp float;
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);
}
|
| Dante's Inferno™ |
v1.6.3-312-g31646d6c8 |
2023-12-14 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Dante's Inferno™ |
v1.6.3-312-g31646d6c8 |
2023-12-14 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:000003a2 Tex TexAlpha TClampST TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000012 THR Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| Dante's Inferno™ |
v1.6.3-312-g31646d6c8 |
2023-12-14 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >=
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Dante's Inferno™ |
v1.6.3-312-g31646d6c8 |
2023-12-14 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| Dante's Inferno™ |
v1.6.3-312-g31646d6c8 |
2023-12-14 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000b1c HWX C T N Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| さくら荘のペットな彼女 |
v1.6.3-312-g31646d6c8 |
2023-12-08 |
1 |
DL PC = 00000000 WTF!!!! |
| 遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.6.3-312-g31646d6c8 |
2023-12-03 |
1 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000010 Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
| 天誅 参 Portable |
v1.6.3-312-g31646d6c8 |
2023-11-11 |
1 |
DL PC = 00000000 WTF!!!! |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.6.3-312-g31646d6c8 |
2023-11-02 |
1 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0080f002 Tex 2x TFuncMod AlphaTest >=
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 01010000:00000b18 HWX C T N Tex Light: MatUp:1
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.6.3-312-g31646d6c8 |
2023-11-01 |
1 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01710044:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.6.3-312-g31646d6c8 |
2023-11-01 |
1 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01710044:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball Chelito 19 |
v1.9.4 |
2026-10-28 |
1,315 |
GL ran out of GPU memory; switching to low memory mode |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-08 |
333,258 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-08 |
562,610 |
Savedata version requested on save: 3 |
| ウルトラマン オールスタークロニクル |
v1.6.3-312-g31646d6c8 |
2023-07-06 |
1 |
WriteToHardware: Invalid address 0001d260 near PC 0888bcfc LR 0888bcfc |
| God of War™: Ghost of Sparta |
v1.6.3-312-g31646d6c8 |
2023-06-28 |
1 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00400b8e Tex TexProj LM TClampST TFuncRepl
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec2 fixedcoord = vec2(clamp((v_texcoord.x / v_texcoord.z), u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb, p.a) + s;
fragColor0 = v;
}
vs: 01330004:00010b59 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
}
|
| God of War™: Ghost of Sparta |
v1.6.3-312-g31646d6c8 |
2023-06-28 |
1 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01330010:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:1 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| 戦国無双3 Z Special |
v1.6.3-312-g31646d6c8 |
2024-01-27 |
2 |
WriteToHardware: Invalid address 000001e0 near PC 089377bc LR 0893a1a8 |
| 戦国無双3 Z Special |
v1.6.3-312-g31646d6c8 |
2023-05-16 |
1 |
WriteToHardware: Invalid address 000001e0 near PC 08936330 LR 089360e0 |
| 仮面ライダー クライマックスヒーローズ フォーゼ |
v1.6.3-312-g31646d6c8 |
2023-04-26 |
1 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000b10 HWX T N Tex
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp 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(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| NEED FOR SPEED™ Carbon OTC |
v1.6.3-312-g31646d6c8 |
2023-03-26 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| 仮面ライダー クライマックスヒーローズ フォーゼ |
v1.6.3-312-g31646d6c8 |
2023-03-07 |
1 |
Unable to allocate stack for root thread. |
| 仮面ライダー クライマックスヒーローズ フォーゼ |
v1.6.3-312-g31646d6c8 |
2023-03-07 |
1 |
WriteToHardware: Invalid address 000003c0 near PC 08804000 LR 00000000 |
| 仮面ライダー クライマックスヒーローズ フォーゼ |
v1.6.3-312-g31646d6c8 |
2023-03-07 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08804000 LR 00000000 |
| Manhunt 2 |
v1.6.3-312-g31646d6c8 |
2023-02-09 |
1 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00200802 Tex LM Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01110000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Manhunt 2 |
v1.6.3-312-g31646d6c8 |
2023-02-09 |
1 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0020d802 Tex LM Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01110000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Manhunt 2 |
v1.6.3-312-g31646d6c8 |
2023-02-09 |
1 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01110000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Manhunt 2 |
v1.6.3-312-g31646d6c8 |
2023-02-09 |
1 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00200802 Tex LM Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01160000:00020b1d HWX C T N LM Fog Tex UVEnv Light: 0: c:0 t:0 MatUp:6
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos0), worldnormal)) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| 戦国無双3 Z Special |
v1.6.3-312-g31646d6c8 |
2024-01-27 |
2 |
Unknown GE command : fc6d90c4 |
| MONSTER HUNTER PORTABLE 2nd |
v1.6.3-312-g31646d6c8 |
2023-01-09 |
1 |
Unable to allocate stack for root thread. |
| MONSTER HUNTER PORTABLE 2nd |
v1.6.3-312-g31646d6c8 |
2023-01-09 |
1 |
WriteToHardware: Invalid address 00000000 near PC 088aa6fc LR 00000000 |
| MONSTER HUNTER PORTABLE 2nd |
v1.6.3-312-g31646d6c8 |
2023-01-09 |
1 |
WriteToHardware: Invalid address 000003c0 near PC 088aa6fc LR 00000000 |
| 三國志Ⅶ |
v1.6.3-312-g31646d6c8 |
2022-11-23 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:00000001 Clear
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0;
fragColor0 = v;
}
|
| 三國志Ⅶ |
v1.6.3-312-g31646d6c8 |
2022-11-23 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:0000d000 AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
|
| 三國志Ⅶ |
v1.6.3-312-g31646d6c8 |
2022-11-23 |
1 |
Error in shader compilation: info: (unknown reason)
00002a82:0000d022 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
|
| 三國志Ⅶ |
v1.6.3-312-g31646d6c8 |
2022-11-23 |
1 |
Error in shader compilation: info: (unknown reason)
00002a82:0000d000 ReplaceBlend_2A:10_B:10_Eq:0 AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
uniform sampler2D testtex;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
|
| 三國志Ⅶ |
v1.6.3-312-g31646d6c8 |
2022-11-23 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:0000000a THR C
#version 300 es
precision highp float;
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);
}
|
| 三國志Ⅶ |
v1.6.3-312-g31646d6c8 |
2022-11-23 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
|
| 三國志Ⅶ |
v1.6.3-312-g31646d6c8 |
2022-11-23 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| 遊☆戯☆王 5D's タッグフォース6 |
v1.6.3-312-g31646d6c8 |
2022-10-17 |
1 |
Vertices without position found: (0000000e) P: s8 C: ? T: u16 (size: 4) |
| 三國志Ⅸ with パワーアップキット |
v1.6.3-312-g31646d6c8 |
2022-09-10 |
5 |
80630006=sceAtracSetHalfwayBufferAndGetID(091e4a00, 00008000, 00080000): invalid RIFF header |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-312-g31646d6c8 |
2022-08-14 |
1 |
Unable to allocate stack for root thread. |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-312-g31646d6c8 |
2022-08-14 |
1 |
WriteToHardware: Invalid address 000003c0 near PC 088f8b14 LR 00000000 |
| eFootball PES 2021 By SinSega |
v1.6.3-312-g31646d6c8 |
2022-08-09 |
2 |
GL ran out of GPU memory; switching to low memory mode |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-12 |
774,385 |
Savedata version requested on save: 3 |
| SBK® Superbike World Championship |
v1.6.3-312-g31646d6c8 |
2025-08-27 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 090920d0): duplicate handler |
| ナルティメットインパクト |
v1.6.3-312-g31646d6c8 |
2022-07-09 |
1 |
00000000=sceUtilityScreenshotInitStart(09cb8788) |
| クドわふたー Converted Edition |
v1.6.3-312-g31646d6c8 |
2022-07-07 |
1 |
DL PC = 00000000 WTF!!!! |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.9.0 |
2025-08-24 |
2 |
00000000=sceUtilityScreenshotInitStart(092fb2a0) |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.6.3-312-g31646d6c8 |
2022-06-04 |
1 |
00000000=sceUtilityScreenshotInitStart(093a6080) |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.6.3-312-g31646d6c8 |
2022-06-04 |
1 |
00000000=sceUtilityScreenshotInitStart(096f95e0) |
| ナルティメットアクセル3 |
v1.6.3-312-g31646d6c8 |
2023-06-24 |
10 |
00000000=sceUtilityScreenshotInitStart(09a72898) |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-312-g31646d6c8 |
2022-04-02 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c07214, 4, 00000000, 0) |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-312-g31646d6c8 |
2022-04-02 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c07214, 4, 00000000, 0) |
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
01730000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:00000b14 HWX T N Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:00000001 Clear
#version 300 es
precision lowp float;
in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
fragColor0 = v;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >=
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:0000000a THR C
#version 300 es
precision highp float;
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);
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:00000000
#version 300 es
precision lowp float;
in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
fragColor0 = v;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00010000:003ef022 Tex TexAlpha Fog TFuncMod AlphaTest >= ColorTest0 !=
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) v.a = 0.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:00000002 Tex TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:00200002 Tex Fog TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
1 |
Error in shader compilation: info: (unknown reason)
00000000:00200022 Tex TexAlpha Fog TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|