Recent logs - Daxter

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Game title Version Latest Report Message
Daxter v1.17.1 2024-03-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08d9fc70, 4, 00000000, 0)
Daxter v1.17.1 2024-03-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eba830, 4, 00000000, 0)
Daxter v1.16.6 2024-03-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb21d0, 4, 00000000, 0)
Daxter v1.17.1 2024-03-07 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position
Daxter v1.16.6 2024-03-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eab090, 4, 00000000, 0)
Daxter v1.16.6 2024-03-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9b380, 4, 00000000, 0)
Daxter v1.17.1 2024-02-13 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01730444:00010120 HWX TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010120 HWX TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull attribute vec3 position; 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 mediump vec3 u_lightatt2; 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Daxter v1.17.1 2024-02-13 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01f34400:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34400:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z |
Daxter v1.16.6 2024-02-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ed0b70, 4, 00000000, 0)
Daxter v1.8.0 2024-02-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ecb680, 4, 00000000, 0)
Daxter v1.16.6 2024-01-21 __KernelStopThread: thread 308 does not exist (helper deleted)
Daxter v1.16.6 2024-01-21 Could not setup streams, unexpected stream count: 46230
Daxter v1.16.6 2024-01-21 Unexpected mpeg first timestamp: 5579a080000 / 5873804509184
Daxter v1.15.4 2024-01-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08d9f290, 4, 00000000, 0)
Daxter v1.6.3 2024-01-16 ReadFromHardware: Invalid address 0000003e near PC 08842a64 LR 08842a64
Daxter v1.16.6-240-ge93f9f64c 2024-01-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da13f0, 4, 00000000, 0)
Daxter v1.16.6 2023-12-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ed8e90, 4, 00000000, 0)
Daxter v1.16.6 2023-12-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ecb730, 4, 00000000, 0)
Daxter v1.16.6 2023-11-17 00000400=sceGeEdramSetAddrTranslation(00001000)
Daxter v1.16.6 2023-11-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ebd940, 4, 00000000, 0)
Daxter v1.16.5 2023-10-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da1740, 4, 00000000, 0)
Daxter v1.16.5 2023-10-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e90040, 4, 00000000, 0)
Daxter v1.15.4 2023-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c820, 4, 00000000, 0)
Daxter v1.16.2 2023-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09edefd0, 4, 00000000, 0)
Daxter v1.16.2 2023-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ed8b60, 4, 00000000, 0)
Daxter v1.17.1 2024-02-13 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = o
Daxter v1.13.1 2023-09-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1
Daxter v1.15.4 2023-09-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da7820, 4, 00000000, 0)
Daxter v1.4.1 2023-08-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb7440, 4, 00000000, 0)
Daxter v1.17.1-35-g0159102a1 2024-03-22 WriteToHardware: Invalid address 000000a0 near PC 08000000 LR 08000000
Daxter v1.8.0 2023-08-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea3620, 4, 00000000, 0)
Daxter v1.15.4 2023-07-30 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-00dev0 [Revision 96995]. 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position
Daxter v1.16.2 2023-09-21 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
Daxter v1.16.2 2023-09-21 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Daxter v1.15.4 2023-07-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e540, 4, 00000000, 0)
Daxter v1.15.4 2023-07-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eaaa60, 4, 00000000, 0)
Daxter v1.15.4 2023-07-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eaec40, 4, 00000000, 0)
Daxter v1.10.3 2023-07-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9a870, 4, 00000000, 0)
Daxter v1.15.4 2023-07-05 sceKernelLoadModule: unsupported options size=00000014, flags=088211c0, pos=0, access=1, data=1, text=1
Daxter v1.15.2 2023-06-19 sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=2, text=2
Daxter v1.15.2 2023-06-19 sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=1, text=1
Daxter v1.15.4 2023-06-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09a11650, 4, 00000000, 0)
Daxter v1.15.4 2023-06-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e3e0, 4, 00000000, 0)
Daxter v1.15.4 2023-05-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e76600, 4, 00000000, 0)
Daxter v1.15.4 2023-05-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c280, 4, 00000000, 0)
Daxter v1.15.4 2023-05-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9fc50, 4, 00000000, 0)
Daxter v1.15.4 2023-05-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da4a70, 4, 00000000, 0)
Daxter v1.15.3 2023-05-07 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
Daxter v1.14.4 2023-05-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb8780, 4, 00000000, 0)
Daxter v1.14.3 2023-04-27 UI scissor out of bounds in GamePauseScreen: 1051,20-300,706 / 1096,590
Daxter v1.14.3 2023-04-27 UI scissor out of bounds in GamePauseScreen: 0,20-1041,706 / 1096,590
Daxter v1.14.3 2023-04-27 UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 1366,726
Daxter v1.14.3 2023-04-27 UI scissor out of bounds in GamePauseScreen: 0,20-1041,748 / 1366,726
Daxter v1.14.4 2023-04-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea9590, 4, 00000000, 0)
Daxter v1.14.4 2023-04-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9f4d0, 4, 00000000, 0)
Daxter v1.13.2 2023-04-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ed44c0, 4, 00000000, 0)
Daxter v1.14.4 2023-04-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9d1b0, 4, 00000000, 0)
Daxter v1.14.4 2023-04-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da8c20, 4, 00000000, 0)
Daxter v1.14.4 2023-04-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da6b60, 4, 00000000, 0)
Daxter v1.4.2 2023-04-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08d9f1e0, 4, 00000000, 0)
Daxter v1.4.2 2023-04-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eca1b0, 4, 00000000, 0)
Daxter v1.14.2 2023-03-16 UI scissor out of bounds in MainScreen: 46,0-1213,721 / 1600,720
Daxter v1.14.4 2023-03-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c1d0, 4, 00000000, 0)
Daxter v1.14.4 2023-02-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e776d0, 4, 00000000, 0)
Daxter v1.13.2 2023-02-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec0170, 4, 00000000, 0)
Daxter v1.13.2 2023-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea73d0, 4, 00000000, 0)
Daxter v1.14.4 2023-02-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea0380, 4, 00000000, 0)
Daxter v1.13.2 2023-01-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea95e0, 4, 00000000, 0)
Daxter v1.15.3 2023-05-16 00000800=sceGeEdramSetAddrTranslation(00000800)
Daxter v1.14.4 2023-01-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e760d0, 4, 00000000, 0)
Daxter v1.14 2023-01-07 UI scissor out of bounds in GameSettingsScreen: 580,0-2517,1440 / 2952,1440
Daxter v1.13.2 2023-01-05 Decoding texture from VRAM mirror at 04710000 swizzle=0
Daxter v1.14.2 2023-01-04 UI scissor out of bounds in GameSettingsScreen: 289,0-1300,720 / 1516,720
Daxter v1.10.3 2023-01-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9f720, 4, 00000000, 0)
Daxter v1.13.2 2022-12-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ecbb60, 4, 00000000, 0)
Daxter v1.13.2 2022-12-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09a11680, 4, 00000000, 0)
Daxter v1.13.2 2022-12-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea0290, 4, 00000000, 0)
Daxter v1.9.4 2022-12-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ee7170, 4, 00000000, 0)
Daxter v1.13.2 2022-11-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec3060, 4, 00000000, 0)
Daxter v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da9720, 4, 00000000, 0)
Daxter v1.13.2 2022-11-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08d9f7d0, 4, 00000000, 0)
Daxter v1.13.2 2022-11-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e8d0, 4, 00000000, 0)
Daxter v1.17.1-8-g834739600 2024-03-29 00000400=sceGeEdramSetAddrTranslation(00000800)
Daxter v1.13.2-1371-g1469a32a9 2022-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=2, text=2
Daxter v1.13.2-1371-g1469a32a9 2022-10-14 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=1, text=1
Daxter v1.13.2 2022-10-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb7390, 4, 00000000, 0)
Daxter v1.12.3 2022-10-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea7da0, 4, 00000000, 0)
Daxter v1.13.2 2022-09-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da0200, 4, 00000000, 0)
Daxter v1.9.0 2022-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb1bf0, 4, 00000000, 0)
Daxter v1.9.0 2022-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eae2e0, 4, 00000000, 0)
Daxter v1.13.1 2022-09-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea2690, 4, 00000000, 0)
Daxter v1.9.0 2022-09-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9afc0, 4, 00000000, 0)
Daxter v1.13.1 2022-09-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eab6c0, 4, 00000000, 0)
Daxter v1.13.1 2022-09-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9fa80, 4, 00000000, 0)
Daxter v1.13.1 2022-08-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9ac10, 4, 00000000, 0)
Daxter v1.12.3 2022-08-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9d380, 4, 00000000, 0)
Daxter v1.13.1 2022-08-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
Daxter v1.13.1 2022-08-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
Daxter v1.13.1 2022-08-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea25b0, 4, 00000000, 0)
Daxter v1.13.1 2022-08-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da6830, 4, 00000000, 0)