Recent logs - FIFA 14

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Game title Version Latest Report Message
FIFA 14 v1.17.1 2024-03-23 ReadFromHardware: Invalid address ff47de72 near PC ff47de72 LR 08cedfcc
FIFA 14 v1.17.1 2024-03-15 Jump to invalid address: 03a496d0
FIFA 14 v1.17.1 2024-03-01 Block transfer invalid: 09ea5850/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
FIFA 14 v1.17.1 2024-02-29 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08aabe5c
FIFA 14 v1.17.1 2024-02-23 Unknown GetPointerWrite 00000014 PC 08ae6d38 LR 08ae6d60
FIFA 14 v1.14.3-10-gb4571648d 2024-02-08 UI scissor out of bounds in GameSettingsScreen: 310,0-1191,721 / 1512,720
FIFA 14 v1.17.1 2024-02-16 Can't draw: No current render step. Step count: 0
FIFA 14 v1.16.6 2023-12-29 Unknown GetPointer 00000034 PC 08ae6c70 LR 08ae6c9c
FIFA 14 v1.10.2 2023-12-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146538292
FIFA 14 v1.10.2 2023-12-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146728312
FIFA 14 v1.10.2 2023-12-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146720384
FIFA 14 v1.10.2 2023-12-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598328
FIFA 14 v1.10.2 2023-12-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145464000
FIFA 14 v1.10.2 2023-12-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146508164
FIFA 14 v1.14.2 2023-11-23 UI scissor out of bounds in GamePauseScreen: 184,35-114,1684 / 544,967
FIFA 14 v1.14.2 2023-11-23 UI scissor out of bounds in GamePauseScreen: 0,35-179,1684 / 544,967
FIFA 14 v1.14.2 2023-11-23 UI scissor out of bounds in GamePauseScreen: 1155,11-538,295 / 967,544
FIFA 14 v1.14.2 2023-11-23 UI scissor out of bounds in GamePauseScreen: 0,11-1138,295 / 967,544
FIFA 14 v1.16.6 2023-11-08 Block transfer invalid: 09e63bb0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
FIFA 14 v1.16.5 2023-11-04 Unknown GetPointerWrite 00000100 PC 08b59ae4 LR 08b59aec
FIFA 14 v1.11.3 2023-11-14 80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header
FIFA 14 v1.12.3 2023-10-28 Jump to invalid address: 03d1e980
FIFA 14 v1.12.3 2023-10-28 Branch in Jump delay slot at 0950f12c in block starting at 0950f12c
FIFA 14 v1.15.4 2023-10-22 WriteToHardware: Invalid address 00000080 near PC 08b01ef8 LR 08dd4354
FIFA 14 v1.16.5 2023-10-09 Failed to truncate file.
FIFA 14 v1.11.3 2023-09-10 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/00000000
FIFA 14 v1.11.3 2023-09-10 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
FIFA 14 v1.14.4 2023-09-04 __KernelStopThread: thread 481 does not exist (helper deleted)
FIFA 14 v1.15.4 2023-08-09 Unknown GetPointerWrite 0000000c PC 08ad35f4 LR 08ae9cc0
FIFA 14 v1.6.3 2023-08-07 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01730000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FIFA 14 v1.6.3 2023-08-07 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01730000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FIFA 14 v1.13.2 2023-08-06 FBO created from existing depthbuffer as color, 04088000/00000000 and 040d8000/04088000
FIFA 14 v1.13.2 2023-08-06 FBO created from existing depthbuffer as color, 04088000/00000000 and 040e8000/04088000
FIFA 14 v1.13.1 2023-07-17 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08abcdbc
FIFA 14 v1.13.1 2023-07-17 Unknown GetPointer 00000554 PC 08ae6c70 LR 08ae6c9c
FIFA 14 v1.17.1 2024-02-28 Unknown GetPointerWrite 0000000c PC 08abc954 LR 08abc96c
FIFA 14 v1.13.2 2023-06-25 Unknown GetPointerWrite 00000000 PC 08b59a3c LR 08b59aec
FIFA 14 v1.12.3 2023-06-17 __KernelStopThread: thread 461 does not exist
FIFA 14 v1.14.1 2023-06-06 UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 960,544
FIFA 14 v1.6.3 2023-06-04 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0000038e Tex TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
FIFA 14 v1.14.4 2023-05-28 Unknown GetPointerWrite ffff8037 PC 08ae6c70 LR 08ae6c9c
FIFA 14 v1.14.4 2023-05-14 Unknown GetPointerWrite 18040119 PC 08dec250 LR 08dec264
FIFA 14 v1.12.3 2023-05-01 Unknown GetPointer 00000001 PC 08de500c LR 08de5014
FIFA 14 v1.14.4 2023-04-27 Unknown GetPointerWrite 726f6f43 PC 08dec250 LR 08dec264
FIFA 14 v1.14.4 2023-04-20 Replacement rowPitch=512, but w=1000 (level=0)
FIFA 14 v1.14.4 2023-04-13 Replacement rowPitch=512, but w=8000 (level=0)
FIFA 14 v1.14.4 2023-04-09 Unknown GetPointerWrite 00000000 PC 08b59a3c LR 08b59a50
FIFA 14 v1.13.2 2023-04-06 __KernelStopThread: thread 376 does not exist
FIFA 14 v1.13.2 2023-04-06 FBO created from existing depthbuffer as color, 04198000/00000000 and 04088000/04198000
FIFA 14 v1.13.2 2023-04-06 FBO created from existing depthbuffer as color, 04198000/00000000 and 04000000/04198000
FIFA 14 v1.14.4 2023-03-21 Unknown GetPointerWrite 00300038 PC 08dec250 LR 08dec264
FIFA 14 v1.14.1 2023-03-21 UI scissor out of bounds in GamePauseScreen: 736,32-321,2194 / 2227,1080
FIFA 14 v1.14.1 2023-03-21 UI scissor out of bounds in GamePauseScreen: 80,32-641,2194 / 2227,1080
FIFA 14 v1.14.1 2023-03-21 UI scissor out of bounds in GamePauseScreen: 1721,112-480,969 / 1080,2227
FIFA 14 v1.14.1 2023-03-21 UI scissor out of bounds in GamePauseScreen: 0,112-1706,969 / 1080,2227
FIFA 14 v1.14.1 2023-03-21 UI scissor out of bounds in GamePauseScreen: 1836,32-481,1048 / 2227,1080
FIFA 14 v1.11.3-834-gbb38cf842 2023-03-20 Unknown GetPointer 00000090 PC 08de3ea8 LR 08de3eb8
FIFA 14 v1.14.4 2023-03-20 Unknown GetPointerWrite 00000000 PC 08b59a88 LR 08b59aec
FIFA 14 v1.11.3-834-gbb38cf842 2023-03-19 Unknown GetPointer 00000010 PC 08de3ea8 LR 08de3eb8
FIFA 14 v1.14.4 2023-03-10 Replacement rowPitch=256, but w=1400 (level=0)
FIFA 14 v1.14.1 2023-03-09 UI scissor out of bounds in GameSettingsScreen: 416,0-1909,1080 / 2227,1080
FIFA 14 v1.14.2 2023-03-05 UI scissor out of bounds in GameSettingsScreen: 318,0-1311,721 / 1640,720
FIFA 14 v1.14.2 2023-03-05 UI scissor out of bounds in MainScreen: 80,0-1198,721 / 1640,720
FIFA 14 v1.14.4 2023-03-05 Replacement rowPitch=512, but w=2048 (level=0)
FIFA 14 v1.14.2 2023-02-27 UI scissor out of bounds in MainScreen: 0,0-1099,801 / 1280,800
FIFA 14 v1.14.2 2023-02-27 UI scissor out of bounds in GameSettingsScreen: 119,0-1156,801 / 1280,800
FIFA 14 v1.14.4 2023-02-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lig
FIFA 14 v1.14.4 2023-02-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (
FIFA 14 v1.13.2 2023-02-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 9600
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 077d3760 PC 09a408a4 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06900540 PC 09a40890 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 0694c740 PC 09a40888 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Branch in Jump delay slot at 09a40884 in block starting at 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06900540 PC 09a40884 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 061dfcd0 PC 09a4087c LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Branch in Jump delay slot at 09a40878 in block starting at 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06903580 PC 09a40878 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06900540 PC 09a40870 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 077d2860 PC 09a40868 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 MIPSCompileOp: Invalid instruction 40a00000
FIFA 14 v1.13.2 2023-02-18 MIPSCompileOp: Invalid instruction 41200000
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06900540 PC 09a40854 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 0694ba40 PC 09a4084c LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Branch in Jump delay slot at 09a40848 in block starting at 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06900540 PC 09a40848 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 061dfc80 PC 09a40840 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Branch in Jump delay slot at 09a4083c in block starting at 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06903560 PC 09a4083c LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06900540 PC 09a40834 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 077d1960 PC 09a4082c LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Trying to compile instruction 41600000 that can't be interpreted
FIFA 14 v1.13.2 2023-02-18 MIPSCompileOp: Invalid instruction 41b00000
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06900540 PC 09a40818 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 0694b380 PC 09a40810 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Branch in Jump delay slot at 09a4080c in block starting at 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06900540 PC 09a4080c LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 061dfc30 PC 09a40804 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Branch in Jump delay slot at 09a40800 in block starting at 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06903540 PC 09a40800 LR 09a40760
FIFA 14 v1.13.2 2023-02-18 Jump to invalid address: 06900540 PC 09a407f8 LR 09a40760