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 |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-05-25 |
sceDmacMemcpy(dest=0414e000, src=095d9f50, size=189712): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-05-24 |
sceDmacMemcpy(dest=0414e000, src=095b0800, size=251328): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-05-25 |
sceDmacMemcpy(dest=0414e000, src=095165f0, size=257472): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-05-23 |
sceDmacMemcpy(dest=0414e000, src=095b0df0, size=235888): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-05-19 |
sceDmacMemcpy(dest=0414e000, src=09517610, size=231056): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-04-13 |
sceDmacMemcpy(dest=0414e000, src=095d9d90, size=159504): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-04-13 |
sceDmacMemcpy(dest=0414e000, src=095d6d90, size=227984): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-04-13 |
sceDmacMemcpy(dest=0414e000, src=09595560, size=230848): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-04-04 |
sceDmacMemcpy(dest=0414e000, src=094b0dc0, size=175072): overlapping read |
ロストヒーローズ |
v1.6.3-312-g31646d6c8 |
2024-01-22 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
天誅4 |
v1.6.3-312-g31646d6c8 |
2024-01-22 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-312-g31646d6c8 |
2024-01-05 |
sceDmacMemcpy(dest=08639d40, src=0956f140, size=77824): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-312-g31646d6c8 |
2024-01-03 |
sceDmacMemcpy(dest=085c6120, src=093d59c0, size=276480): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-312-g31646d6c8 |
2023-12-31 |
sceDmacMemcpy(dest=0876ff60, src=09cd5c40, size=43008): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-312-g31646d6c8 |
2023-12-31 |
sceDmacMemcpy(dest=086be2a0, src=09583b00, size=157696): overlapping read |
Dante's Inferno™ |
v1.6.3-312-g31646d6c8 |
2023-12-14 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
DL PC = 00000000 WTF!!!! |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.6.3-312-g31646d6c8 |
2023-11-02 |
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 |
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 |
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;
}
|
トリコ グルメサバイバル! |
v1.6.3-312-g31646d6c8 |
2023-10-24 |
Unknown GetPointer 000002d0 PC 08960850 LR 00000000 |
Need for Speed™ Shift |
v1.6.3-312-g31646d6c8 |
2023-09-22 |
Unknown GetPointer 000002d0 PC 08804000 LR 00000000 |
eFootball Chelito 19 |
v1.9.4 |
2024-10-14 |
Savedata version requested: 3 |
FINAL FANTASY 零式 ディスク2 |
v1.6.3-312-g31646d6c8 |
2023-07-13 |
sceDmacMemcpy(dest=085f4000, src=09318540, size=279760): overlapping read |
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 |
WriteToHardware: Invalid address 0001d260 near PC 0888bcfc LR 0888bcfc |
God of War™: Ghost of Sparta |
v1.6.3-312-g31646d6c8 |
2023-06-28 |
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 |
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;
}
|
FINAL FANTASY 零式 ディスク2 |
v1.6.3-312-g31646d6c8 |
2023-06-08 |
sceDmacMemcpy(dest=08545000, src=0951ca40, size=232768): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.6.3-312-g31646d6c8 |
2023-06-07 |
sceDmacMemcpy(dest=085f4000, src=0978a0c0, size=26464): overlapping read |
FINAL FANTASY 零式 ディスク1 |
v1.6.3-312-g31646d6c8 |
2023-06-07 |
sceDmacMemcpy(dest=08658000, src=0943d5c0, size=64944): overlapping read |
FINAL FANTASY 零式 ディスク2 |
v1.6.3-312-g31646d6c8 |
2023-06-06 |
sceDmacMemcpy(dest=085f4000, src=09318540, size=243984): overlapping read |
そらのおとしもの -ドキドキサマーバケーション- |
v1.6.3-312-g31646d6c8 |
2023-06-04 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
戦国無双3 Z Special |
v1.6.3-312-g31646d6c8 |
2024-01-27 |
WriteToHardware: Invalid address 000001e0 near PC 089377bc LR 0893a1a8 |
戦国無双3 Z Special |
v1.6.3-312-g31646d6c8 |
2023-05-16 |
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 |
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 |
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 |
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 |
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 |
WriteToHardware: Invalid address 00000000 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 |
Unknown GetPointer 000002d0 PC 08804000 LR 00000000 |
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 |
2023-02-10 |
ReadFromHardware: Invalid address 00000000 near PC 08992da8 LR 08992da8 |
Manhunt 2 |
v1.6.3-312-g31646d6c8 |
2023-02-09 |
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 |
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 |
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 |
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 |
Unknown GE command : fc6d90c4 |
MONSTER HUNTER PORTABLE 2nd |
v1.6.3-312-g31646d6c8 |
2023-01-09 |
Unable to allocate stack for root thread. |
MONSTER HUNTER PORTABLE 2nd |
v1.6.3-312-g31646d6c8 |
2023-01-09 |
WriteToHardware: Invalid address 00000000 near PC 088aa6fc LR 00000000 |
MONSTER HUNTER PORTABLE 2nd |
v1.6.3-312-g31646d6c8 |
2023-01-09 |
WriteToHardware: Invalid address 000003c0 near PC 088aa6fc LR 00000000 |
MONSTER HUNTER PORTABLE 2nd |
v1.6.3-312-g31646d6c8 |
2023-01-09 |
Unknown GetPointer 000002d0 PC 088aa6fc LR 00000000 |
グランナイツヒストリー |
v1.6.3-312-g31646d6c8 |
2022-11-28 |
Unknown GetPointer 00000640 PC 0889b7c4 LR 0889bbd8 |
三國志Ⅶ |
v1.6.3-312-g31646d6c8 |
2022-11-23 |
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 |
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 |
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 |
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 |
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 |
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 |
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);
}
|
討鬼伝 |
v1.6.3-312-g31646d6c8 |
2022-11-12 |
sceDmacMemcpy(dest=09a16750, src=09b9cc80, size=32768): overlapping read |
討鬼伝 |
v1.6.3-312-g31646d6c8 |
2022-11-12 |
sceDmacMemcpy(dest=09a1c0a0, src=09b9cc80, size=32768): overlapping read |
遊☆戯☆王 5D's タッグフォース6 |
v1.6.3-312-g31646d6c8 |
2022-10-17 |
Vertices without position found: (0000000e) P: s8 C: ? T: u16 (size: 4) |
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.6.3-312-g31646d6c8 |
2022-09-10 |
sceDmacMemcpy(dest=09186000, src=0912ed80, size=112000): overlapping read |
三國志Ⅸ with パワーアップキット |
v1.6.3-312-g31646d6c8 |
2022-09-10 |
80630006=sceAtracSetHalfwayBufferAndGetID(091e4a00, 00008000, 00080000): invalid RIFF header |
三國志Ⅸ with パワーアップキット |
v1.6.3-312-g31646d6c8 |
2022-09-10 |
Unexpected mpeg first timestamp: 5f25dfa8e77 / 6538516926071 |
三國志Ⅸ with パワーアップキット |
v1.6.3-312-g31646d6c8 |
2022-09-10 |
Unexpected mpeg first timestamp: eb1a535a77a / 16156143757178 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-312-g31646d6c8 |
2022-08-14 |
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 |
WriteToHardware: Invalid address 000003c0 near PC 088f8b14 LR 00000000 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-312-g31646d6c8 |
2022-08-14 |
Unknown GetPointer 000002d0 PC 088f8b14 LR 00000000 |
eFootball PES 2021 By SinSega |
v1.6.3-312-g31646d6c8 |
2022-08-09 |
GL ran out of GPU memory; switching to low memory mode |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-312-g31646d6c8 |
2022-08-03 |
sceDmacMemcpy(dest=08771ea0, src=09da9700, size=2048): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-312-g31646d6c8 |
2022-08-03 |
sceDmacMemcpy(dest=085be440, src=098cd1c0, size=1595392): overlapping read |
eFootball Chelito 19 |
v1.9.4 |
2024-10-14 |
Savedata version requested on save: 3 |
eFootball Chelito 19 |
v1.9.4 |
2024-10-14 |
Savedata version requested: 3 |
SBK® Superbike World Championship |
v1.6.3-312-g31646d6c8 |
2022-07-10 |
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 |
00000000=sceUtilityScreenshotInitStart(09cb8788) |
クドわふたー Converted Edition |
v1.6.3-312-g31646d6c8 |
2022-07-07 |
DL PC = 00000000 WTF!!!! |
喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.6.3-312-g31646d6c8 |
2022-06-04 |
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 |
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 |
00000000=sceUtilityScreenshotInitStart(096f95e0) |
テイルズ オブ ファンタジア なりきりダンジョンX |
v1.6.3-312-g31646d6c8 |
2022-05-16 |
sceDmacMemcpy(dest=099fb380, src=09708930, size=384): overlapping read |
ナルティメットアクセル3 |
v1.6.3-312-g31646d6c8 |
2023-06-24 |
00000000=sceUtilityScreenshotInitStart(09a72898) |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-05-26 |
sceDmacMemcpy(dest=0414e000, src=0951a5b0, size=251632): overlapping read |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-312-g31646d6c8 |
2022-04-02 |
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 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c07214, 4, 00000000, 0) |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2024-05-25 |
sceDmacMemcpy(dest=0414e000, src=095345b0, size=251632): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-19 |
sceDmacMemcpy(dest=0414e000, src=095f94a0, size=193808): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-19 |
sceDmacMemcpy(dest=0414e000, src=095dc6f0, size=242480): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-19 |
sceDmacMemcpy(dest=0414e000, src=095d3d10, size=268528): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-14 |
sceDmacMemcpy(dest=0414e000, src=094b3830, size=229728): overlapping read |
MONSTER HUNTER PORTABLE 2nd G |
v1.6.3-312-g31646d6c8 |
2022-03-12 |
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 |
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 |
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 |
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;
}
|