Recent logs - Assassin's Creed: Bloodlines™

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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)