Recent logs - v1.6.3-312-g31646d6c8

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

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

Game title Version Latest Report Message
Grand Theft Auto: Liberty City Stories v1.6.3-312-g31646d6c8 2020-03-27 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d802 Tex LM Fog 2x 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 mediump float v_fogdepth; in mediump 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; 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: 01170000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 MatUp:7 #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 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 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); 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; }
Grand Theft Auto: Liberty City Stories v1.6.3-312-g31646d6c8 2020-03-26 Error in shader program link: info: (unknown reason) fs: 00000000:00a00802 Tex LM Fog 2x 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 mediump float v_fogdepth; in mediump 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; 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: 01170000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 MatUp:7 #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 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 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); 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; }
ソードアート・オンライン -インフィニティ・モーメント- v1.6.3-312-g31646d6c8 2020-03-26 sceDmacMemcpy(dest=04185800, src=08d13e20, size=501760): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-312-g31646d6c8 2020-03-24 sceDmacMemcpy(dest=0857c1e0, src=093dd340, size=221184): overlapping read
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2020-03-23 ReadFromHardware: Invalid address 40ac9043 near PC 088b963c LR 088b9638
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2020-03-23 ReadFromHardware: Invalid address 40ac9041 near PC 088b3e04 LR 088b3df4
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2020-03-23 WriteToHardware: Invalid address 40ac9043 near PC 088b40a0 LR 088b4094
クドわふたー Converted Edition v1.6.3-312-g31646d6c8 2020-03-22 00000000=sceUtilityScreenshotInitStart(098d1310)
クドわふたー Converted Edition v1.6.3-312-g31646d6c8 2020-03-21 00000000=sceUtilityScreenshotInitStart(098d5f00)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8a024, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8a024, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b9aae4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b9aae4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8d964, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8d964, 4, 00000000, 0)
真・三國無双6 Special v1.6.3-312-g31646d6c8 2020-03-18 sceDmacMemcpy(dest=097aa4d0, src=09ece440, size=3616): overlapping read
討鬼伝 v1.6.3-312-g31646d6c8 2020-03-16 sceDmacMemcpy(dest=09ee31f0, src=09b9cc80, size=12160): overlapping read
遊戯王デュエルモンスターズGX タッグフォース 2 v1.6.3-312-g31646d6c8 2020-03-16 ReadFromHardware: Invalid address 0006dc34 near PC 00000000 LR 00000000
遊戯王デュエルモンスターズGX タッグフォース 2 v1.6.3-312-g31646d6c8 2020-03-16 Garbage libstub address or end
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c5b864, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c5b864, 4, 00000000, 0)
ソードアート・オンライン -インフィニティ・モーメント- v1.6.3-312-g31646d6c8 2020-03-14 sceDmacMemcpy(dest=041a6000, src=08d1b010, size=368640): overlapping read
我的妹妹不可能那么可爱 携带版 不可能有续作 DISC1 v1.6.3-312-g31646d6c8 2020-03-11 GL ran out of GPU memory; switching to low memory mode
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-11 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #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; if (v.a < 0.002) discard; 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: 01310004:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: 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 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 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-11 Error in shader program link: info: (unknown reason) fs: 00000000:00a00002 Tex Fog 2x 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); 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: 01110000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx 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 mediump mat4 u_texmtx; 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 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; 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_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-11 Error in shader program link: info: (unknown reason) fs: 00000000:0120000e Tex Fog StenToAlpha StenUniform TFuncRepl #version 300 es 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.a); 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: 01710044:00090b54 HWX T N Fog Tex TexProjNNrm UVMtx 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; 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 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 * u_matambientalpha + 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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; 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 = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-11 Error in shader program link: info: (unknown reason) fs: 00000000:00a00002 Tex Fog 2x 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); 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: 01010000:00000914 HWX T Fog Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in vec2 texcoord; 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; 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; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-11 Error in shader program link: info: (unknown reason) fs: 00000000:00a00022 Tex TexAlpha Fog 2x 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; 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: 01710044:00000b14 HWX 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; 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 * u_matambientalpha + 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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; 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; }
トリコ グルメサバイバル! v1.6.3-312-g31646d6c8 2020-03-06 __KernelStopThread: thread 309 does not exist
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e78064, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-03-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e78064, 4, 00000000, 0)
CLANNAD v1.6.3-312-g31646d6c8 2020-03-01 GL ran out of GPU memory; switching to low memory mode
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ae42c4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ae42c4, 4, 00000000, 0)
ソードアート・オンライン -インフィニティ・モーメント- v1.6.3-312-g31646d6c8 2020-02-03 sceDmacMemcpy(dest=08402440, src=09d83000, size=138256): overlapping read
ソードアート・オンライン -インフィニティ・モーメント- v1.6.3-312-g31646d6c8 2020-02-02 sceDmacMemcpy(dest=08402440, src=091a4780, size=131008): overlapping read
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.6.3-312-g31646d6c8 2020-01-29 WriteToHardware: Invalid address 000003c0 near PC 089acb18 LR 00000000
ナルティメットアクセル3 v1.6.3-312-g31646d6c8 2020-01-15 __KernelStopThread: thread 1976 does not exist
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-01-14 00000000=sceUtilityScreenshotInitStart(09cb8288)
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2020-01-11 WriteToHardware: Invalid address 039e1628 near PC 0888bcfc LR 0888bcfc
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2020-01-10 WriteToHardware: Invalid address 034cc4b0 near PC 0888bcfc LR 0888bcfc
ウルトラマン オールスタークロニクル v1.6.3-312-g31646d6c8 2020-01-10 WriteToHardware: Invalid address 022c4c90 near PC 0888bcfc LR 0888bcfc
真・三國無雙 MULTI RAID 2 v1.6.3-312-g31646d6c8 2019-12-27 WriteToHardware: Invalid address 00001018 near PC 08b5bf90 LR 08b5bf90
仮面ライダー クライマックスヒーローズ オーズ v1.6.3-312-g31646d6c8 2019-12-26 Error in shader compilation: info: (unknown reason) 00000000:00000001 Clear #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
仮面ライダー クライマックスヒーローズ オーズ v1.6.3-312-g31646d6c8 2019-12-26 Error in shader compilation: info: (unknown reason) 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; }
仮面ライダー クライマックスヒーローズ オーズ v1.6.3-312-g31646d6c8 2019-12-26 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); }
仮面ライダー クライマックスヒーローズ オーズ v1.6.3-312-g31646d6c8 2019-12-26 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); }
仮面ライダー クライマックスヒーローズ オーズ v1.6.3-312-g31646d6c8 2019-12-26 Error in shader compilation: info: (unknown reason) 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat 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); }
CRISIS CORE -FINAL FANTASY VII- v1.6.3-312-g31646d6c8 2019-12-20 sceDmacMemcpy(dest=08400020, src=09db3800, size=12288): overlapping read
真・三國無双6 Special v1.6.3-312-g31646d6c8 2019-12-17 sceDmacMemcpy(dest=0932e5e0, src=09ece440, size=32768): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-312-g31646d6c8 2019-12-14 sceDmacMemcpy(dest=08400020, src=09d0a700, size=26624): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-312-g31646d6c8 2019-12-14 sceDmacMemcpy(dest=0841a0a0, src=09d2e240, size=28672): overlapping read
真・三國無双6 Special v1.6.3-312-g31646d6c8 2019-12-13 sceDmacMemcpy(dest=09317500, src=09ece440, size=32768): overlapping read
Pro Evolution Soccer 2020 v1.6.3-312-g31646d6c8 2019-12-28 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
Pro Evolution Soccer 2020 v1.6.3-312-g31646d6c8 2019-12-28 Savedata version requested: 3
CRISIS CORE -FINAL FANTASY VII- v1.6.3-312-g31646d6c8 2019-12-08 sceDmacMemcpy(dest=08400020, src=092eff00, size=157696): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-312-g31646d6c8 2019-12-07 sceDmacMemcpy(dest=08747b00, src=09d66940, size=2048): overlapping read
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 2019-12-06 800200d3=sceKernelStartThread(369, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(373, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(376, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(388, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(377, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(375, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(393, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(367, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(382, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(390, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(379, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(364, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(387, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(394, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(383, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(370, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(371, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(374, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(392, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(372, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(363, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(381, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(384, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(386, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(368, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(391, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(397, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(389, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(385, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(366, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(395, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 800200d3=sceKernelStartThread(398, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
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 2019-12-06 80020190=sceKernelCreateThread(user_main, 08850998, 00000020, 65536, 80004000, 00000000): out of memory, 00010000 stack requested
ねんどろいど じぇねれ~しょん v1.6.3-312-g31646d6c8 2019-12-04 sceDmacMemcpy(dest=04197000, src=092aeb20, size=131072): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-312-g31646d6c8 2019-12-01 sceDmacMemcpy(dest=08400020, src=091d41c0, size=258048): overlapping read
ナルティメットアクセル3 v1.6.3-312-g31646d6c8 2019-11-30 00000000=sceUtilityScreenshotInitStart(09a729f8)
ナルティメットアクセル3 v1.6.3-312-g31646d6c8 2019-11-30 00000000=sceUtilityScreenshotInitStart(09a72638)
三國志Ⅶ v1.6.3-312-g31646d6c8 2019-11-28 Unable to allocate stack for root thread.
SBK® Superbike World Championship v1.6.3-312-g31646d6c8 2019-11-28 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 092db9c0): duplicate handler
真・三國無双6 Special v1.6.3-312-g31646d6c8 2019-11-24 sceDmacMemcpy(dest=097e0080, src=09ece440, size=5664): overlapping read
白騎士物語® -episode.portable- ドグマ・ウォーズ v1.6.3-312-g31646d6c8 2019-11-23 00000000=sceUtilityScreenshotInitStart(09c9233c)
真・三國無双6 Special v1.6.3-312-g31646d6c8 2019-11-22 MIPSCompileOp: Invalid instruction 43147533
真・三國無双6 Special v1.6.3-312-g31646d6c8 2019-11-22 MIPSCompileOp: Invalid instruction 434f5d9a