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Game title |
Version |
Latest Report |
Message |
PES 2014 |
v1.6.3-432-gfd6c3145d |
2022-06-30 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00004000:0001d000 Flat AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
flat in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000002 THR Flat
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
絶体絶命都市3 ─壊れゆく街と彼女の歌─ |
v1.6.3-432-gfd6c3145d |
2022-06-26 |
GL ran out of GPU memory; switching to low memory mode |
Pro Evolution Soccer 6 |
v1.6.3-432-gfd6c3145d |
2022-06-24 |
Unknown GetPointer 00000000 PC 08892724 LR 08892734 |
討鬼伝 極 |
v1.6.3-432-gfd6c3145d |
2022-06-23 |
Jump to invalid address: 07d66698 |
eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" |
v1.6.3-432-gfd6c3145d |
2022-06-21 |
Error in shader program link: info: Link Error: Fragment shader was not successfully compiled.
fs: postshader (failed)
vs: postshader
attribute vec4 a_position;
attribute vec2 a_texcoord0;
varying vec2 v_texcoord0;
void main() {
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
}
|
eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" |
v1.6.3-432-gfd6c3145d |
2022-06-21 |
Error in shader compilation: info: Compile failed.
ERROR: Unexpected end of source found
1 compilation errors. No code generated.
postshader
|
Pro Evolution Soccer 5 |
v1.6.3-432-gfd6c3145d |
2022-06-20 |
Unexpected mpeg first timestamp: 100 / 256 |
討鬼伝 極 |
v1.6.3-432-gfd6c3145d |
2022-06-19 |
sceDmacMemcpy(dest=09130ae0, src=09b9b940, size=32768): overlapping read |
PES 2014 |
v1.6.3-432-gfd6c3145d |
2022-06-17 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
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;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: 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 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;
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;
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);
}
|
討鬼伝 極 |
v1.6.3-432-gfd6c3145d |
2022-06-14 |
sceDmacMemcpy(dest=09a76f00, src=09b9b940, size=6144): overlapping read |
Def Jam® Fight For NY™: The Takeover |
v1.6.3-432-gfd6c3145d |
2022-06-01 |
sceDmacMemcpy(dest=095ca180, src=08400000, size=72384): overlapping read |
Def Jam® Fight For NY™: The Takeover |
v1.6.3-432-gfd6c3145d |
2022-06-01 |
Returned from deleted module start/stop func |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-432-gfd6c3145d |
2022-05-24 |
sceDmacMemcpy(dest=0939e780, src=084260c0, size=479232): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-432-gfd6c3145d |
2022-05-23 |
sceDmacMemcpy(dest=091a1d80, src=08745c60, size=333824): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-432-gfd6c3145d |
2022-05-21 |
sceDmacMemcpy(dest=086e2500, src=0966b4c0, size=157696): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-432-gfd6c3145d |
2022-05-20 |
sceDmacMemcpy(dest=087b18a0, src=091956c0, size=159744): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-432-gfd6c3145d |
2022-05-17 |
sceDmacMemcpy(dest=08400020, src=095fbc80, size=163840): overlapping read |
Assassin's Creed: Bloodlines™ |
v1.6.3-432-gfd6c3145d |
2022-04-29 |
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: 01010000:00050b54 HWX T N Fog Tex TexProjUV UVMtx Light: 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 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);
mediump float ldot;
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;
}
|
Assassin's Creed: Bloodlines™ |
v1.6.3-432-gfd6c3145d |
2022-04-29 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a1d002 Tex 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 = vec4(t.rgb * p.rgb, p.a);
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: 01010000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx 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 mediump mat4 u_texmtx;
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 = 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 = (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;
}
|
eFootball PES 2021 C19 & Nibeck Tv |
v1.6.3-432-gfd6c3145d |
2022-05-06 |
GL ran out of GPU memory; switching to low memory mode |
BLACK★ROCK SHOOTER THE GAME |
v1.6.3-432-gfd6c3145d |
2022-04-20 |
sceDmacMemcpy(dest=040cc020, src=08f72980, size=60832): overlapping read |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fcc10 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f7c10 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f9410 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060ffc00 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f8400 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f7cff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fb410 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f5c10 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060ff410 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f8c00 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f8410 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f3c10 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f6cff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f5410 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060ff400 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fe400 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fe410 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 000004ff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f74ff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 000007ff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fbc00 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f3c00 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f9400 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 000002ff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f6410 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f64ff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fdc10 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fa4ff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f9cff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f5c00 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f4c10 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f4400 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fdcff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f4410 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fc400 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f7410 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 000001ff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f6c10 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 744d48ff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f9c10 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060f5400 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 060fd400 |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 00000eff |
UFC® Undisputed™ 2010 |
v1.6.3-432-gfd6c3145d |
2022-04-12 |
MIPSCompileOp: Invalid instruction 000011ff |
eFootball Chelito 19 |
v1.9.4 |
2022-06-30 |
GL ran out of GPU memory; switching to low memory mode |
WipEout® Pulse |
v1.6.3-432-gfd6c3145d |
2022-04-01 |
GL ran out of GPU memory; switching to low memory mode |
eFootball Trailer 2022 |
v1.9.4 |
2022-07-01 |
Savedata version requested: 3 |
.hack//Link |
v1.6.3-432-gfd6c3145d |
2022-03-28 |
GL ran out of GPU memory; switching to low memory mode |
頭文字D STREET STAGE |
v1.6.3-432-gfd6c3145d |
2022-03-13 |
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: 00000000:00000b10 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 mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
WWE SmackDown vs. RAW 2010 |
v1.6.3-432-gfd6c3145d |
2022-02-20 |
sceDmacMemcpy(dest=04130720, src=092d4b50, size=65552): overlapping read |
頭文字D STREET STAGE |
v1.6.3-432-gfd6c3145d |
2022-02-18 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#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;
if (v.a < 0.002) discard;
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);
}
|
頭文字D STREET STAGE |
v1.6.3-432-gfd6c3145d |
2022-02-18 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00200000 Fog
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000b04 HWX T N Fog
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
頭文字D STREET STAGE |
v1.6.3-432-gfd6c3145d |
2022-02-18 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00200000 Fog
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000304 HWX N Fog
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
頭文字D STREET STAGE |
v1.6.3-432-gfd6c3145d |
2022-02-14 |
Error in shader program link: info: (unknown reason)
fs: 00000000:0001d002 Tex TFuncMod AlphaTest0 >
#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 = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
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);
}
|
Tomb Raider: Anniversary™ |
v1.6.3-432-gfd6c3145d |
2022-02-14 |
sceDmacMemcpy(dest=041a9400, src=08e44af0, size=5120): overlapping read |
Tomb Raider: Anniversary™ |
v1.6.3-432-gfd6c3145d |
2022-02-14 |
sceDmacMemcpy(dest=041a7c00, src=096830f8, size=2048): overlapping read |
eFootball Chelito 19 |
v1.7.5 |
2022-06-26 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header |
PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.9.4 |
2022-07-01 |
Savedata version requested on save: 3 |
UFL GAME By Haroun Z |
v1.9.4 |
2022-06-30 |
Savedata version requested: 3 |
eFootball ALDAIR KITMAKER |
v1.9.4 |
2022-07-01 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball ALDAIR KITMAKER |
v1.9.4 |
2022-07-01 |
Savedata version requested on save: 3 |
eFootball ALDAIR KITMAKER |
v1.9.4 |
2022-07-01 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.8.0 |
2022-06-23 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
Resistance: Retribution™ |
v1.6.3-432-gfd6c3145d |
2022-03-22 |
sceDmacMemcpy(dest=04000000, src=09e1dcb0, size=557056): overlapping read |
eFootball Haroun Z 2022 |
v1.6.3-432-gfd6c3145d |
2022-01-08 |
GL ran out of GPU memory; switching to low memory mode |
EFOOTBALL V. 1 BY PRFD |
v1.9.4 |
2022-07-01 |
Savedata version requested on save: 3 |
EFOOTBALL V. 1 BY PRFD |
v1.9.4 |
2022-07-01 |
Savedata version requested: 3 |
Assassin's Creed: Bloodlines™ |
v1.6.3-432-gfd6c3145d |
2021-12-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c347b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.3-432-gfd6c3145d |
2021-12-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c347b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.3-432-gfd6c3145d |
2021-12-16 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00a00022 Tex TexAlpha Fog 2x 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 highp float v_fogdepth;
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;
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: 01710000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 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 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 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 * 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;
}
|
Assassin's Creed: Bloodlines™ |
v1.6.3-432-gfd6c3145d |
2021-12-16 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0120000e Tex Fog StenToAlpha StenUniform TFuncRepl
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp 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.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: 01710000:00090b54 HWX T N Fog Tex TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:0 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 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 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 * 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 = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball PES 2022 By KEYHAN |
v1.9.4 |
2022-07-01 |
Savedata version requested: 3 |
WWE 2K21 PSP |
v1.9.4 |
2022-06-30 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-432-gfd6c3145d |
2021-12-13 |
MIPSCompileOp: Invalid instruction 9ffb3270 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-432-gfd6c3145d |
2021-12-13 |
ReadFromHardware: Invalid address deae29bf near PC 0883e31c LR 0883e31c |
GTA: Liberty City Stories |
v1.6.3-432-gfd6c3145d |
2021-12-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 408 |
(homebrew) |
v1.6.3-432-gfd6c3145d |
2021-12-11 |
Failed decrypting the PRX (ret = -1, size = 8687424, psp_size = 8687760)! |
PES Ultimate Patch 2021 |
v1.6.3-432-gfd6c3145d |
2021-12-11 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
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;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 40000000:0000091c HWX C T Fog Tex Flat
#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;
flat out lowp vec4 v_color0;
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 = 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;
}
|
WWE 2K21 PSP |
v1.9.4 |
2022-06-30 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |