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Game title |
Version |
Latest Report |
Message |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-04-24 |
sceDmacMemcpy(dest=0416e080, src=09147620, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17 |
2024-04-19 |
WriteToHardware: Invalid address 000007b8 near PC 08818528 LR 08818b2c |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-04-18 |
00000000=sceUtilityScreenshotInitStart(09d38368) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-04-15 |
sceDmacMemcpy(dest=04172040, src=09223060, size=192): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-04-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f889d0): duplicate handler |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-04-10 |
Jump to invalid address: 07412c40 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-04-10 |
Jump to invalid address: 07179800 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-04-09 |
sceDmacMemcpy(dest=041689c0, src=0914a300, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-04-08 |
00000000=sceUtilityScreenshotInitStart(09cb4b28) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-04-07 |
00000000=sceUtilityScreenshotInitStart(09cb11e8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.7.4 |
2024-04-07 |
00000000=sceUtilityScreenshotInitStart(09cadec8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.7.4 |
2024-04-07 |
00000000=sceUtilityScreenshotInitStart(09cade88) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.15.4 |
2024-04-05 |
00000000=sceUtilityScreenshotInitStart(09caa748) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-04-05 |
sceDmacMemcpy(dest=04151080, src=0911ae20, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-04-04 |
sceDmacMemcpy(dest=04173bc0, src=09178ba0, size=256): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-04-01 |
00000000=sceUtilityScreenshotInitStart(09cad548) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-03-30 |
sceDmacMemcpy(dest=0416d980, src=09353540, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-29 |
00000000=sceUtilityScreenshotInitStart(09ca9208) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-29 |
00000000=sceUtilityScreenshotInitStart(09cae3a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-03-29 |
sceDmacMemcpy(dest=04145400, src=09135d90, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-03-29 |
00000000=sceUtilityScreenshotInitStart(09d36a68) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-29 |
00000000=sceUtilityScreenshotInitStart(09cae688) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-28 |
00000000=sceUtilityScreenshotInitStart(09caa328) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.15.4 |
2024-03-28 |
80630006=sceAtracSetData(2, 08d13180, 00038000): invalid RIFF header |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-03-25 |
sceDmacMemcpy(dest=04153b80, src=09232a20, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-03-22 |
sceDmacMemcpy(dest=04163cc0, src=09441640, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-17 |
sceDmacMemcpy(dest=0413b3c0, src=090fa5c0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-14 |
sceDmacMemcpy(dest=041abcc0, src=092d0500, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-08 |
00000000=sceUtilityScreenshotInitStart(09cab188) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-03-06 |
sceDmacMemcpy(dest=041609c0, src=0932f260, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-05 |
00000000=sceUtilityScreenshotInitStart(09cae848) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-04 |
00000000=sceUtilityScreenshotInitStart(09d3bfe8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-03-04 |
00000000=sceUtilityScreenshotInitStart(09d3bfa8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.2 |
2024-04-05 |
sceDmacMemcpy(dest=04156c00, src=091fd7a0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.2 |
2024-03-03 |
sceDmacMemcpy(dest=04126e80, src=09413310, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.2 |
2024-04-06 |
sceDmacMemcpy(dest=04157c40, src=092187a0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-02-25 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-02-21 |
sceDmacMemcpy(dest=04164fc0, src=093cb540, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-02-20 |
sceDmacMemcpy(dest=04159580, src=0914c6e0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000002 THR
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:51: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(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;
v_color0.rgb = vec3(0.0);
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;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:46: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000124 HWX Fog Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
v_color0.rgb = vec3(0.0);
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;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:50: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000934 HWX T Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(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;
v_color0.rgb = vec3(0.0);
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;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:101: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
01f30001:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec3 u_lightspecular0;
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 vec3 u_lightpos3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in vec3 h_normal;
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);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * 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;
v_color0.rgb = vec3(0.0);
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;
h_normal = worldnormal*0.5+0.5;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:98: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
01f30001:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec3 u_lightspecular0;
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 vec3 u_lightpos3;
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 vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
in vec3 h_normal;
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);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * 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_color0.rgb = vec3(0.0);
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;
h_normal = worldnormal*0.5+0.5;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:20: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000012 THR Tex
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:44: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000128 HWX C Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_color0.rgb = vec3(0.0);
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;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:48: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000938 HWX C T Tex Cull
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in vec3 h_normal;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(0.000000, 0.000000, 20.000000)*viewPos.w;
float rotAngle = 0.104720;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_color0.rgb = vec3(0.0);
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;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3-1276-g192a43c1c |
2024-02-20 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8300 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_normal = vec3(-1.0);
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-02-19 |
00000000=sceUtilityScreenshotInitStart(09ca94a8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2024-02-13 |
sceDmacMemcpy(dest=04154040, src=0934a300, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17 |
2024-02-08 |
sceDmacMemcpy(dest=04155700, src=092201a0, size=64): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-02-03 |
Jump to invalid address: 073fb240 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.2 |
2024-02-02 |
UI scissor out of bounds in CwCheatScreen: 492,0-1108,721 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-02-01 |
sceDmacMemcpy(dest=04155080, src=0947d440, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-01-31 |
00000000=sceUtilityScreenshotInitStart(09caf8c8) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17 |
2024-01-31 |
sceDmacMemcpy(dest=04145dc0, src=0922bc10, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2024-01-27 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1187,720 / 1384,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.13.2 |
2024-01-27 |
80630007=sceAtracSetData(2, 08d13180, 00038000): atracID uses different codec type than data |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.12.3 |
2024-01-26 |
00000000=sceUtilityScreenshotInitStart(09cafd88) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-01-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=1, text=1 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-01-21 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.3 |
2024-01-14 |
sceDmacMemcpy(dest=0417fd40, src=0933cd40, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-01-12 |
sceDmacMemcpy(dest=04150880, src=0932eb40, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-01-12 |
00000000=sceUtilityScreenshotInitStart(09cab448) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-01-11 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147243972 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-01-11 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149356544 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-01-11 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149518448 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-01-11 |
sceDmacMemcpy(dest=04153a40, src=091a72c0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-01-11 |
sceDmacMemcpy(dest=04153900, src=09142240, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-01-04 |
Branch in RSZeroComp delay slot at 0881e4b4 in block starting at 0881e4b0 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-01-04 |
Branch in RSRTComp delay slot at 0881e4b0 in block starting at 0881e4b0 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.3 |
2024-01-04 |
Jump to invalid address: 0ea36e80 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2024-01-02 |
sceDmacMemcpy(dest=04138800, src=0926ad00, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.10.2 |
2024-01-01 |
sceDmacMemcpy(dest=04163100, src=091bc0c0, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.6 |
2023-12-31 |
sceDmacMemcpy(dest=04172580, src=0900c760, size=128): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in GameSettingsScreen: 369,0-1537,816 / 1813,816 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in GameSettingsScreen: 307,0-1280,720 / 1510,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1755,580-0,35 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1755,482-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1755,385-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1755,287-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1755,190-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1755,92-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1755,80-0,8 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1613,580-0,35 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1613,482-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1613,385-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1613,287-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1613,190-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1613,92-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1613,80-0,8 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1696,581-0,34 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1696,483-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1696,386-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1696,288-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1696,191-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1696,93-0,93 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1787,581-0,34 / 1600,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2023-12-30 |
UI scissor out of bounds in SavedataScreen: 1787,483-0,93 / 1600,720 |