Recent logs - Resistance: Retribution™

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Game title Version Latest Report Message
Resistance: Retribution™ v1.19.1 2025-06-30 Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(275,17)
Resistance: Retribution™ v1.19.1 2025-06-30 Drawing region rate add non-zero: 0299, 0296 of 01df, 010f
Resistance: Retribution™ v1.18.1 2025-06-20 Unknown GetPointerWrite 28d95d58 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-06-17 WriteToHardware: Invalid address 3f800028 near PC 08b2663c LR 08b265a8
Resistance: Retribution™ v1.18.1 2025-06-14 Unknown GetPointerWrite 27ba21f8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.19.1 2025-06-14 __KernelStopThread: thread 1150 does not exist (ApctlThread stopped)
Resistance: Retribution™ v1.19.1 2025-06-14 __KernelStopThread: thread 1150 does not exist (ApctlThread deleted)
Resistance: Retribution™ v1.11.3 2025-06-12 WriteToHardware: Invalid address 3f800028 near PC 08b04544 LR 08b04618
Resistance: Retribution™ v1.15.3 2025-06-12 Unknown GetPointerWrite 26568528 PC 08c926e0 LR 08cd6754
Resistance: Retribution™ v1.11.3 2025-06-12 Unknown GE command : 39fd0802
Resistance: Retribution™ v1.18.1 2025-06-12 Unknown GetPointer 0ea4487c PC 08d09c4c LR 08d0f28c
Resistance: Retribution™ v1.18.1 2025-06-12 WriteToHardware: Invalid address 0ec122cc near PC 08c1cf78 LR 08c1cf78
Resistance: Retribution™ v1.11.3 2025-06-12 Bad bounding box data: efb4af
Resistance: Retribution™ v1.11.3 2025-06-12 Unknown GE command : 0d0a396e
Resistance: Retribution™ v1.11.3 2025-06-11 WriteToHardware: Invalid address 3f800028 near PC 08c7a448 LR 08c7a448
Resistance: Retribution™ v1.11.3 2025-06-11 Unknown GE command : 39600000
Resistance: Retribution™ v1.11.3 2025-06-11 Bad bounding box data: 3145fd
Resistance: Retribution™ v1.18.1 2025-06-11 Vertices without position found: (04000003) [04000003] P: ? T: f (12b)
Resistance: Retribution™ v1.18.1 2025-06-11 Vertices without position found: (04440011) [04440011] P: ? C: 565 T: u8 Morph: 2 (16b)
Resistance: Retribution™ v1.18.1 2025-06-11 Vertices without position found: (0400001b) [0400001b] P: ? C: 4444 T: f (16b)
Resistance: Retribution™ v1.18.1 2025-06-11 Vertices without position found: (12400064) [12400064] P: ? N: f C: ? (16b)
Resistance: Retribution™ v1.18.1 2025-06-11 Vertices without position found: (0424004d) [0424004d] P: ? N: s16 C: ? T: u8 Morph: 2 (20b)
Resistance: Retribution™ v1.18.1 2025-06-11 Vertices without position found: (04800018) [04800018] P: ? C: 4444 (through) (6b)
Resistance: Retribution™ v1.18.1 2025-06-11 Vertices without position found: (04300007) [04300007] P: ? C: ? T: f Morph: 5 (20b)
Resistance: Retribution™ v1.18.1 2025-06-11 Drawing region rate add non-zero: 04fa, 013f of 0051, 0000
Resistance: Retribution™ v1.18.1 2025-06-12 Unexpected mpeg first timestamp: 1000001446 / 68719481926
Resistance: Retribution™ v1.18.1 2025-06-10 WriteToHardware: Invalid address 12ff52bc near PC 08c1cf78 LR 08c1cf78
Resistance: Retribution™ v1.18.1 2025-06-10 Unknown GetPointer 12e2786c PC 08d09c4c LR 08d0f28c
Resistance: Retribution™ v1.17.1 2025-06-09 WriteToHardware: Invalid address 0000027c near PC 08c7cd00 LR 08c7cd00
Resistance: Retribution™ v1.18.1 2025-06-11 Drawing region rate add non-zero: 03d8, 0235 of 01df, 010f
Resistance: Retribution™ v1.18.1 2025-06-06 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 r8p0-00dev0 [Revision 96995]. 01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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)) // 01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 lowp vec3 v_color1; 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_l
Resistance: Retribution™ v1.18.1 2025-06-06 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 r8p0-00dev0 [Revision 96995]. 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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)) // 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLi
Resistance: Retribution™ v1.18.1 2025-06-06 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 r8p0-00dev0 [Revision 96995]. 01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 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)) // 01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = do
Resistance: Retribution™ v1.18.1 2025-06-06 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 r8p0-00dev0 [Revision 96995]. 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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)) // 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 lowp vec3 v_color1; 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 *
Resistance: Retribution™ v1.18.1 2025-06-06 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 r8p0-00dev0 [Revision 96995]. 01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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)) // 01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 lowp vec3 v_color1; 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Resistance: Retribution™ v1.18.1 2025-06-06 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 r8p0-00dev0 [Revision 96995]. 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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)) // 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) {
Resistance: Retribution™ v1.18.1 2025-06-05 Unknown GetPointerWrite 16374fd8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-06-05 Unknown GetPointerWrite 05b668e8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (0560004e) [0560004e] P: ? N: s16 C: ? T: u16 (10b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (0560004f) [0560004f] P: ? N: s16 C: ? T: f (12b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (05000004) [05000004] P: ? C: ? (3b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (05240014) [05240014] P: ? C: 5551 Morph: 2 (12b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (05000003) [05000003] P: ? T: f (12b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (0540003f) [0540003f] P: ? N: s8 C: 8888 T: f (20b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (0560001e) [0560001e] P: ? C: 8888 T: u16 (12b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (05600003) [05600003] P: ? T: f (12b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (0520000a) [0520000a] P: ? C: ? T: u16 (4b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (0540000b) [0540000b] P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (05c00003) [05c00003] P: ? T: f (through) (12b)
Resistance: Retribution™ v1.18.1 2025-06-05 Block transfer invalid: 00000000/0 -> 00000000/0, 768x956x4 (0,0)->(80,0)
Resistance: Retribution™ v1.18.1 2025-06-05 Bad bounding box data: 00dd0e
Resistance: Retribution™ v1.18.1 2025-06-05 Block transfer invalid: ae2146d0/2e0 -> 7c000000/b0, 551x909x4 (995,956)->(964,844)
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (07000003) [07000003] P: ? T: f (12b)
Resistance: Retribution™ v1.18.1 2025-06-05 Bad vertex address 00dedede!
Resistance: Retribution™ v1.18.1 2025-06-05 Drawing region rate add non-zero: 0250, 0326 of 01df, 010f
Resistance: Retribution™ v1.18.1 2025-06-05 Vertices without position found: (12121212) [12121212] P: ? C: 565 T: u16 W: u8 (1x) I: u16 Morph: 5 (60b)
Resistance: Retribution™ v1.18.1 2025-06-05 Unexpected mpeg first timestamp: 1000003434 / 68719490100
Resistance: Retribution™ v1.18.1 2025-06-03 Unusual bezier/spline vtype: 1296d699, morph: 5, bones: 4
Resistance: Retribution™ v1.18.1 2025-06-03 Block transfer invalid: 8b000000/2c8 -> 3b9a7cc0/0, 935x466x4 (956,805)->(378,609)
Resistance: Retribution™ v1.18.1 2025-06-03 Drawing region rate add non-zero: 0188, 0262 of 02b8, 02af
Resistance: Retribution™ v1.18.1 2025-06-03 VTYPE with morph used: THRU=1 TC=1 COL=6 POS=1 NRM=0 WT=3 NW=4 IDX=2 MC=6
Resistance: Retribution™ v1.18.1 2025-06-03 Unexpected mpeg first timestamp: 51b0a090000 / 5613690617856
Resistance: Retribution™ v1.18.1 2025-06-03 Could not setup streams, unexpected stream count: 42572
Resistance: Retribution™ v1.18.1 2025-06-03 Unexpected mpeg first timestamp: 1000002402 / 68719485954
Resistance: Retribution™ v1.18.1 2025-06-02 80631003=sceAtracSetAA3DataAndGetID(0915fe80, 00000d7c, 00000000, 09fd49b8[ffffffff]): invalid ea3 magic bytes
Resistance: Retribution™ v1.8.0 2025-06-02 Unexpected mpeg first timestamp: f2511094b49 / 16651874028361
Resistance: Retribution™ v1.18.1 2025-06-01 Unexpected mpeg first timestamp: dfb10090000 / 15371956977664
Resistance: Retribution™ v1.12.3 2025-05-30 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Resistance: Retribution™ v1.18.1 2025-05-30 ReadFromHardware: Invalid address 002e3788 near PC 08a6acd4 LR 08a6acd4
Resistance: Retribution™ v1.16.6 2025-05-30 Unknown GE command : 5a02050c
Resistance: Retribution™ v1.18.1 2025-05-30 Branch in Jump delay slot at 08fcb2f0 in block starting at 08fcb2b0
Resistance: Retribution™ v1.18.1 2025-05-30 Jump to invalid address: 03f2c840
Resistance: Retribution™ v1.18.1 2025-05-30 Jump to invalid address: 03f2c6c0
Resistance: Retribution™ v1.18.1 2025-05-30 Branch in JumpReg delay slot at 08fcb2ec in block starting at 08fcb2b0
Resistance: Retribution™ v1.16.6 2025-05-30 Unexpected mpeg first timestamp: d210a090000 / 14435553443840
Resistance: Retribution™ v1.16.6 2025-05-28 Unexpected mpeg first timestamp: b2f09090000 / 12296642953216
Resistance: Retribution™ v1.17.1 2025-05-28 Branch in branch delay slot at 04682248 with different target
Resistance: Retribution™ v1.17.1 2025-05-28 Branch in branch delay slot at 04680e50 with different target
Resistance: Retribution™ v1.17.1 2025-05-28 MIPSCompileOp: Invalid instruction 00210001
Resistance: Retribution™ v1.16.6 2025-05-27 Drawing region rate add non-zero: 010a, 02c0 of 01df, 010f
Resistance: Retribution™ v1.16.6 2025-05-27 Unknown GE command : fa3d3d3d
Resistance: Retribution™ v1.18.1 2025-05-27 Unexpected mpeg first timestamp: d1610090000 / 14388409466880
Resistance: Retribution™ v1.18.1 2025-05-26 Jump to invalid address: 02bf3780 PC 09fd4a70 LR 09fd4a70
Resistance: Retribution™ v1.18.1 2025-05-26 Branch in Jump delay slot at 09fd4a70 in block starting at 09fd4a70
Resistance: Retribution™ v1.18.1 2025-05-26 Jump to invalid address: 02bf3780 PC 09fd4a74 LR 09fd4a70
Resistance: Retribution™ v1.18.1 2025-05-26 Unexpected mpeg first timestamp: 100000448e / 68719494286
Resistance: Retribution™ v1.16.6 2025-05-25 ReadFromHardware: Invalid address 3f46cfac near PC 3f46cfac LR 3f46cfac
Resistance: Retribution™ v1.18.1 2025-05-25 Unknown GetPointerWrite 27859d18 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.16.6 2025-05-27 Could not setup streams, unexpected stream count: 49605
Resistance: Retribution™ v1.18.1 2025-05-24 Unexpected mpeg first timestamp: 100000848a / 68719510666
Resistance: Retribution™ v1.18.1 2025-05-24 Unexpected mpeg first timestamp: 1000000437 / 68719477815
Resistance: Retribution™ v1.18.1 2025-05-24 Could not setup streams, unexpected stream count: 1668
Resistance: Retribution™ v1.18.1 2025-05-24 Unexpected mpeg first timestamp: 1000002456 / 68719486038
Resistance: Retribution™ v1.18.1 2025-05-24 Unexpected mpeg first timestamp: 10000004c9 / 68719477961
Resistance: Retribution™ v1.18.1 2025-05-24 Unexpected mpeg first timestamp: 100000a4fd / 68719518973
Resistance: Retribution™ v1.18.1 2025-05-24 Unexpected mpeg first timestamp: 100000f4df / 68719539423
Resistance: Retribution™ v1.18.1 2025-05-24 Unexpected mpeg first timestamp: 100000a4eb / 68719518955
Resistance: Retribution™ v1.16.6 2025-05-24 Could not setup streams, unexpected stream count: 41221
Resistance: Retribution™ v1.18.1 2025-05-23 Unexpected mpeg first timestamp: 100000b4ee / 68719523054
Resistance: Retribution™ v1.18.1 2025-05-21 Unexpected mpeg first timestamp: 10000054e9 / 68719498473