Recent logs - Obscure: The Aftermath

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Game title Version Latest Report Message
Obscure: The Aftermath v1.17.1 2024-04-14 sceDmacMemcpy(dest=0936ae60, src=09d77940, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-04-12 sceDmacMemcpy(dest=09380e60, src=09728400, size=8192): overlapping read
Obscure: The Aftermath v1.6.2 2024-04-10 Unexpected mpeg first timestamp: 4f70b48faf1 / 5459092765425
Obscure: The Aftermath v1.17.1 2024-04-08 WriteToHardware: Invalid address 000000e8 near PC 08aaa2e0 LR 08aaa2e0
Obscure: The Aftermath v1.16.5 2024-03-27 Vertices without position found: (04014c5d) P: ? N: s16 C: 8888 T: u8 W: u16 (6x) I: u8 (size: 32)
Obscure: The Aftermath v1.16.5 2024-03-27 Vertices without position found: (04014c4d) P: ? N: s16 C: ? T: u8 W: u16 (6x) I: u8 (size: 10)
Obscure: The Aftermath v1.17.1 2024-03-23 sceDmacMemcpy(dest=09380e60, src=097e8c40, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-03-19 sceDmacMemcpy(dest=0937ce60, src=09806e80, size=8192): overlapping read
Obscure: The Aftermath v1.14.2 2024-03-19 sceDmacMemcpy(dest=09380e60, src=09793480, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-03-17 WriteToHardware: Invalid address 00000154 near PC 08ae598c LR 08ae598c
Obscure: The Aftermath v1.17.1 2024-03-17 sceDmacMemcpy(dest=08452540, src=09396a00, size=22907): overlapping read
Obscure: The Aftermath v1.17.1 2024-03-17 sceDmacMemcpy(dest=09378e60, src=0955b800, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-03-17 sceDmacMemcpy(dest=0936ae60, src=09469d80, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-03-17 sceDmacMemcpy(dest=0936ae60, src=0977a580, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2024-03-04 sceDmacMemcpy(dest=0847cbc0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17.1 2024-03-02 sceDmacMemcpy(dest=0936ae60, src=099f3d00, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-02-28 sceDmacMemcpy(dest=0937ae60, src=09d57a00, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2024-02-25 sceDmacMemcpy(dest=085a8cc0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17.1 2024-02-19 sceDmacMemcpy(dest=0873f600, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.8.0 2024-02-16 sceDmacMemcpy(dest=0936ae60, src=097bb380, size=8192): overlapping read
Obscure: The Aftermath v1.17 2024-02-11 sceDmacMemcpy(dest=0936ae60, src=099a0a40, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2024-02-11 sceDmacMemcpy(dest=0860d040, src=09396a00, size=4179): overlapping read
Obscure: The Aftermath v1.16.6 2024-02-11 sceDmacMemcpy(dest=0936ae60, src=09979000, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-02-10 sceDmacMemcpy(dest=0936ae60, src=098bcfc0, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2024-02-08 sceDmacMemcpy(dest=086cf200, src=09396a00, size=131881): overlapping read
Obscure: The Aftermath v1.17.1 2024-02-08 sceDmacMemcpy(dest=087107c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17.1 2024-02-08 sceDmacMemcpy(dest=0937ce60, src=09919c40, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2024-02-07 sceDmacMemcpy(dest=08608e00, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17 2024-02-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.17 2024-02-05 GE Interrupt: newState might be 7
Obscure: The Aftermath v1.17 2024-02-05 GE Interrupt: newState might be 6
Obscure: The Aftermath v1.17 2024-02-05 GE Interrupt: newState might be 5
Obscure: The Aftermath v1.17 2024-02-05 GE Interrupt: newState might be 4
Obscure: The Aftermath v1.17 2024-02-05 GE Interrupt: newState might be 3
Obscure: The Aftermath v1.17 2024-02-05 GE Interrupt: newState might be 0
Obscure: The Aftermath v1.17.1 2024-03-31 Can't draw: No current render step. Step count: 0
Obscure: The Aftermath v1.10.3 2024-02-04 sceDmacMemcpy(dest=0936ae60, src=0946adc0, size=8192): overlapping read
Obscure: The Aftermath v1.17 2024-02-04 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
Obscure: The Aftermath v1.10.3 2024-02-01 sceDmacMemcpy(dest=0936ae60, src=096d2700, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2024-01-31 sceDmacMemcpy(dest=0936ae60, src=09a36280, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2024-01-30 sceDmacMemcpy(dest=08429300, src=09396a00, size=68329): overlapping read
Obscure: The Aftermath v1.16.6 2024-01-30 ReadFromHardware: Invalid address 6621026e near PC 08b14b10 LR 08b14ae0
Obscure: The Aftermath v1.16.6 2024-01-29 WriteToHardware: Invalid address 00000154 near PC 0892238c LR 0892238c
Obscure: The Aftermath v1.6.3-432-gfd6c3145d 2024-01-25 sceDmacMemcpy(dest=0936ae60, src=099c9f00, size=8192): overlapping read
Obscure: The Aftermath v1.13.2 2024-01-24 sceDmacMemcpy(dest=0936ae60, src=09ba22c0, size=8192): overlapping read
Obscure: The Aftermath v1.6.3-432-gfd6c3145d 2024-01-20 sceDmacMemcpy(dest=08452700, src=09396a00, size=43456): overlapping read
Obscure: The Aftermath v1.16.6 2024-01-20 WriteToHardware: Invalid address 00000154 near PC 08a84a8c LR 08a84a8c
Obscure: The Aftermath v1.16.6 2024-01-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.16.6 2024-01-12 sceDmacMemcpy(dest=0937ee60, src=096ff480, size=8192): overlapping read
Obscure: The Aftermath v1.4.2-425-g7a7ccee5e 2024-01-12 Unexpected mpeg first timestamp: 93eff72be33 / 10166178332211
Obscure: The Aftermath v1.8.0 2024-01-10 sceDmacMemcpy(dest=0936ee60, src=0964ab40, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2024-01-09 sceDmacMemcpy(dest=09378e60, src=094c70c0, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2024-01-09 sceDmacMemcpy(dest=08574f80, src=09396a00, size=4959): overlapping read
Obscure: The Aftermath v1.8.0 2024-01-08 sceDmacMemcpy(dest=084662c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.4.2-425-g7a7ccee5e 2024-01-12 Unexpected mpeg first timestamp: 57fbf773c1c / 6046231247900
Obscure: The Aftermath v1.16.6 2024-01-04 WriteToHardware: Invalid address 000000e8 near PC 08abcf7c LR 08abd52c
Obscure: The Aftermath v1.16.6 2024-01-04 WriteToHardware: Invalid address 00000154 near PC 08abcf7c LR 08abd52c
Obscure: The Aftermath v1.16.6 2024-01-01 sceDmacMemcpy(dest=0937ee60, src=096e86c0, size=8192): overlapping read
Obscure: The Aftermath v1.7.4 2024-04-10 sceDmacMemcpy(dest=0936ae60, src=098bc2c0, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-27 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.16.6 2023-12-27 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.16.6 2023-12-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.16.6 2023-12-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.16.6 2023-12-24 sceDmacMemcpy(dest=0937ae60, src=09838400, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2023-12-23 sceDmacMemcpy(dest=0937ce60, src=09469d80, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2023-12-23 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 r6p0-01rel1 [Revision 96995]. 05e04440:41000b10 HWX T N Tex Bones:5 Light: 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 2 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform vec4 u_uvscaleoffset; 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 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Obscure: The Aftermath v1.8.0 2023-12-22 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 r6p0-01rel1 [Revision 96995]. 01f04484:00000b10 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 #version 100 precision highp float; 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { o
Obscure: The Aftermath v1.8.0 2023-12-23 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 r6p0-01rel1 [Revision 96995]. 05b04044:41000b10 HWX T N Tex Bones:5 Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:1 WScale 2 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Obscure: The Aftermath v1.8.0 2023-12-24 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 r6p0-01rel1 [Revision 96995]. 05d04404:41000b10 HWX T N Tex Bones:5 Light: 0: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 2 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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_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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Obscure: The Aftermath v1.12.3 2023-12-21 sceDmacMemcpy(dest=084e8180, src=09396a00, size=30104): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-12 sceDmacMemcpy(dest=0844f440, src=09396a00, size=3456): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-10 sceDmacMemcpy(dest=085d8980, src=09396a00, size=866): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-08 sceDmacMemcpy(dest=0936ae60, src=09731480, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-06 sceDmacMemcpy(dest=0936ae60, src=097b2d00, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-04 sceDmacMemcpy(dest=08529ec0, src=09396a00, size=17100): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-03 sceDmacMemcpy(dest=086535c0, src=09396a00, size=115371): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-03 sceDmacMemcpy(dest=0851d700, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.16.6 2023-12-02 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
Obscure: The Aftermath v1.9.0 2023-11-28 sceDmacMemcpy(dest=0937ee60, src=09ccf540, size=8192): overlapping read
Obscure: The Aftermath v1.10.3 2023-11-25 sceDmacMemcpy(dest=08501bc0, src=09396a00, size=87405): overlapping read
Obscure: The Aftermath v1.16.6 2023-11-20 80630006=sceAtracSetDataAndGetID(0936ae60, 000049e0): invalid RIFF header
Obscure: The Aftermath v1.16.6 2023-11-20 Unexpected mpeg first timestamp: f85de228e8 / 1066726992104
Obscure: The Aftermath v1.16.6 2023-11-20 Unexpected mpeg first timestamp: 327ac60e1aa / 3468930638250
Obscure: The Aftermath v1.16.6 2023-11-18 Unexpected mpeg first timestamp: 1f9af781b61 / 2171902368609
Obscure: The Aftermath v1.16.6 2023-11-18 80630006=sceAtracSetDataAndGetID(0936ae60, 000086a0): invalid RIFF header
Obscure: The Aftermath v1.16.6 2023-11-16 Unexpected mpeg first timestamp: 30f20e1fca / 210219442122
Obscure: The Aftermath v1.16.6 2023-11-16 Unexpected mpeg first timestamp: 2fabba1fedb / 3275913035483
Obscure: The Aftermath v1.16.6 2023-11-16 80630006=sceAtracSetDataAndGetID(0930ae40, 0000d2ac): invalid RIFF header
Obscure: The Aftermath v1.16.6 2023-11-14 Unexpected mpeg first timestamp: dbac5c0c4b8 / 15095832822968
Obscure: The Aftermath v1.16.4 2023-11-13 WriteToHardware: Invalid address 000000e8 near PC 08b0f170 LR 0889a08c
Obscure: The Aftermath v1.16.6 2023-11-07 WriteToHardware: Invalid address 00000154 near PC 08a5fb44 LR 08a57b20
Obscure: The Aftermath v1.15 2023-11-04 sceDmacMemcpy(dest=08683f40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.15.4 2023-10-28 sceDmacMemcpy(dest=085c6040, src=09396a00, size=39465): overlapping read
Obscure: The Aftermath v1.16.6 2023-10-25 sceDmacMemcpy(dest=0936ee60, src=09cab500, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2023-10-23 WriteToHardware: Invalid address 00000154 near PC 08b01f50 LR 08b01478
Obscure: The Aftermath v1.15.4 2023-10-21 80630006=sceAtracSetDataAndGetID(0930ae40, 0001a33c): invalid RIFF header
Obscure: The Aftermath v1.15.4 2023-10-21 80630006=sceAtracSetDataAndGetID(0933ae50, 00018888): invalid RIFF header
Obscure: The Aftermath v1.15.4 2023-10-21 80630006=sceAtracSetDataAndGetID(092dae30, 00011770): invalid RIFF header
Obscure: The Aftermath v1.15.4 2023-10-21 80630006=sceAtracSetDataAndGetID(092dae30, 00008318): invalid RIFF header
Obscure: The Aftermath v1.15.4 2023-10-21 80630006=sceAtracSetDataAndGetID(0930ae40, 00007468): invalid RIFF header