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Game title |
Version |
Latest Report |
Message |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c73d74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c73d74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c5b294, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c5b294, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c6a894, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c6a894, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c451b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c451b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b07964, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b07964, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb8694, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb8694, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d892e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d892e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-1069-g17fc508535 |
2024-09-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bfad14, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-1069-g17fc508535 |
2024-09-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bfad14, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2024-08-31 |
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 r10p0-00rel0 [Revision 96995].
01f10044:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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))
// 01f10044:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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 mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform 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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRange |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2024-08-31 |
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 r10p0-00rel0 [Revision 96995].
01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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))
// 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Assassin's Creed: Bloodlines™ |
v1.9.3 |
2024-08-28 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p1-01rel0 [Revision 96995].
01f14444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1
#version 100
precision highp float;
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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform 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 * color0 + 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 * color0.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 * color0.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 * color0.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 * color0.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.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-08-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cfed54, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-06-10 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b118c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-06-10 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b118c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-422-gb4755e98f |
2024-05-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1 |
Assassin's Creed: Bloodlines™ |
v1.17.1-422-gb4755e98f |
2024-05-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2 |
Assassin's Creed: Bloodlines™ |
v1.17.1-422-gb4755e98f |
2024-05-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1 |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be18c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be18c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc5474, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc5474, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-04-14 |
Can't draw: No current render step. Step count: 0 |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-02-27 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2 |
Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-02-27 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=1, text=1 |
Assassin's Creed: Bloodlines™ |
v1.17 |
2024-02-01 |
Unknown GE command : 11008c63 |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c6cb74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c6cb74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c58d74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c58d74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.8.0 |
2023-10-30 |
WriteToHardware: Invalid address 0000000c near PC 08000000 LR 08000000 |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ceef44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ceef44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.1 |
2023-10-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af6114, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.1 |
2023-10-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af6114, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.1 |
2023-10-14 |
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 r7p0-00rel0 [Revision 96995].
01f10444:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f10444:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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 mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
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 vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ |
Assassin's Creed: Bloodlines™ |
v1.16.3 |
2023-09-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b080d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.3 |
2023-09-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b080d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-09-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbbb34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-09-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbbb34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-09-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd67a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-09-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd67a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-08-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5e564, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-08-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5e564, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-08-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c598b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-08-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c598b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-26 |
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].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-20 |
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 r5p0-01rel0 [Revision 96995].
01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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 mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform 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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
|
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-20 |
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 r5p0-01rel0 [Revision 96995].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b79a74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b79a74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af4d34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af4d34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b87cf4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b87cf4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10-6-g8ac4efd3c |
2023-06-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b83c94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10-6-g8ac4efd3c |
2023-06-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b83c94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bfaa54, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-06-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bfaa54, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-05-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5e9e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-05-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5e9e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.2 |
2023-05-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8b5a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.2 |
2023-05-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8b5a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b74ce4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b74ce4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.3 |
2023-05-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc03d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.3 |
2023-05-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc03d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d76f54, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d76f54, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b50dd4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b50dd4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.2 |
2023-04-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbec04, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-25 |
__KernelStopThread: thread 289 does not exist (ApctlThread deleted) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba0c24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba0c24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6a7e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6a7e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2023-04-12 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776 |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2023-04-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2023-04-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2023-04-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1 |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-03-13 |
sceFontGetCharGlyphImage(549b019c, 61, 9fff37c): bad font |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-03-13 |
sceFontGetCharInfo(549b019c, 97, 09fff340): bad font |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-03-13 |
sceFontGetCharGlyphImage(549b019c, 73, 9fff37c): bad font |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-03-13 |
sceFontGetCharInfo(549b019c, 115, 09fff340): bad font |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-03-13 |
sceFontGetCharGlyphImage(0, 65, 9fff37c): bad font |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-03-13 |
sceFontGetCharInfo(00000000, 101, 09fff340): bad font |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-03-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd4b04, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-03-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd4b04, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-03-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e6cd84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-03-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e6cd84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-03-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e65f74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-03-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e65f74, 4, 00000000, 0) |