Recent logs - Resistance: Retribution™

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Game title Version Latest Report Message
Resistance: Retribution™ v1.8.0 2019-06-14 Bad bounding box data: 2534fd
Resistance: Retribution™ v1.7.4 2019-06-03 Bad bounding box data: e20000
Resistance: Retribution™ v1.7.4 2019-06-03 Unsupported RGB mask: r=88 g=88 b=88
Resistance: Retribution™ v1.7.4 2019-06-03 Unknown GE command : fc0afa00
Resistance: Retribution™ v1.7.4 2019-06-03 Bad vertex address 00e90000!
Resistance: Retribution™ v1.7.4 2019-06-03 Bad vertex address 00d90000!
Resistance: Retribution™ v1.8.0 2019-06-01 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 r6p0-00dev0 [Revision 96995]. 01f05551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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
Resistance: Retribution™ v1.8.0 2019-06-01 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 r6p0-00dev0 [Revision 96995]. 01f05551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal);
Resistance: Retribution™ v1.8.0 2019-06-15 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 r6p0-00dev0 [Revision 96995]. 01f15551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp: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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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
Resistance: Retribution™ v1.8.0 2019-06-15 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 r6p0-00dev0 [Revision 96995]. 01f15555:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec3 lightSum1 = vec3(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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb +
Resistance: Retribution™ v1.8.0 2019-05-28 Bad vertex address 0200a065!
Resistance: Retribution™ v1.8.0 2019-05-28 Vertices without position found: (0060004e) P: s8 N: s16 C: ? T: u16 (size: 10)
Resistance: Retribution™ v1.8.0 2019-05-28 Vertices without position found: (0040003f) P: s8 N: s8 C: 8888 T: f (size: 20)
Resistance: Retribution™ v1.8.0 2019-05-28 Bad vertex address 01cd3881!
Resistance: Retribution™ v1.8.0 2019-05-28 Unsupported RGB mask: r=02 g=00 b=8a
Resistance: Retribution™ v1.8.0 2019-05-28 GetIndexBounds: Index outside 16-bit range
Resistance: Retribution™ v1.8.0 2019-05-28 GetIndexBounds: Decoding 32-bit indexes
Resistance: Retribution™ v1.8.0 2019-05-28 Vertices without position found: (0060004f) P: s8 N: s16 C: ? T: f (size: 12)
Resistance: Retribution™ v1.8.0 2019-05-28 Vertices without position found: (0020000a) P: s8 C: ? T: u16 (size: 4)
Resistance: Retribution™ v1.8.0 2019-05-28 Vertices without position found: (00c00003) P: s8 T: f (through) (size: 12)
Resistance: Retribution™ v1.8.0 2019-05-28 Using S8 positions in throughmode
Resistance: Retribution™ v1.8.0 2019-05-28 Vertices without position found: (00200060) P: s8 N: f (size: 16)
Resistance: Retribution™ v1.8.0 2019-05-28 Vertices without position found: (0020007c) P: s8 N: f C: 8888 (size: 20)
Resistance: Retribution™ v1.8.0 2019-05-28 Could not setup streams, unexpected stream count: 4370
Resistance: Retribution™ v1.7.4 2019-05-19 Unknown GE command : b6fefefe
Resistance: Retribution™ v1.7.4 2019-05-19 Vertices without position found: (03747474) P: s8 N: f C: 5551 W: u16 (2x) I: u16 Morph: 6 (size: 144)
Resistance: Retribution™ v1.7.4 2019-05-19 VTYPE with morph used: THRU=0 TC=0 COL=5 POS=0 NRM=3 WT=2 NW=2 IDX=2 MC=6
Resistance: Retribution™ v1.7.4 2019-05-19 Render to texture with different strides 128 != 512
Resistance: Retribution™ v1.7.4 2019-05-19 Unknown GE command : 1117467a
Resistance: Retribution™ v1.7.4 2019-05-19 Bad vertex address 05347911!
Resistance: Retribution™ v1.7.4 2019-05-19 BlockTransfer: Bad source transfer address a0000000!
Resistance: Retribution™ v1.7.4 2019-05-19 BlockTransfer: Bad source transfer address 40000000!
Resistance: Retribution™ v1.7.4 2019-05-19 Bad vertex address 05337911!
Resistance: Retribution™ v1.7.4 2019-05-19 Unknown GE command : 03262626
Resistance: Retribution™ v1.7.4 2019-05-19 VTYPE with morph used: THRU=0 TC=1 COL=2 POS=0 NRM=0 WT=0 NW=5 IDX=0 MC=5
Resistance: Retribution™ v1.5.4 2019-05-12 Unknown GE command : 11b5b5b5
Resistance: Retribution™ v1.5.4 2019-05-12 Unknown GE command : b6324550
Resistance: Retribution™ v1.5.4 2019-05-12 Unknown GE command : fc3d3d3d
Resistance: Retribution™ v1.5.4 2019-05-12 80631003=sceAtracSetAA3DataAndGetID(08ffa940, 0000c800, 00cf8000, 09fcc9b8[ffffffff]): invalid ea3 magic bytes
Resistance: Retribution™ v1.5.4 2019-05-12 Could not setup streams, unexpected stream count: 0
Resistance: Retribution™ v1.8.0 2019-05-10 Unknown GE command : 03a25bda
Resistance: Retribution™ v1.8.0 2019-05-09 Unknown GE command : 39eb1200
Resistance: Retribution™ v1.8.0 2019-05-09 Unknown GE command : 0d747474
Resistance: Retribution™ v1.8.0 2019-05-09 Unknown GE command : 29fe010d
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01a00007) P: s8 C: ? T: f (through) (size: 4)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01300007) P: s8 C: ? T: f Morph: 5 (size: 20)
Resistance: Retribution™ v1.5.4 2019-05-07 Unusual bezier/spline vtype: 12300007, morph: 4, bones: 1
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0100000b) P: s8 C: ? T: f (size: 4)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01a00046) P: s8 N: s16 C: ? T: u16 (through) (size: 10)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01000049) P: s8 N: s16 C: ? T: u8 (size: 10)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0120000e) P: s8 C: ? T: u16 (size: 4)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01800014) P: s8 C: 5551 (through) (size: 6)
Resistance: Retribution™ v1.5.4 2019-05-07 Unusual bezier/spline vtype: 125e0004, morph: 7, bones: 1
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01800003) P: s8 T: f (through) (size: 12)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (015e0004) P: s8 C: ? Morph: 8 (size: 24)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01800006) P: s8 C: ? T: u16 (through) (size: 4)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01e0001b) P: s8 C: 4444 T: f (through) (size: 16)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01000020) P: s8 N: s8 (size: 6)
Resistance: Retribution™ v1.5.4 2019-05-07 Bad vertex address 0000fb09!
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01200002) P: s8 T: u16 (size: 8)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01400005) P: s8 C: ? T: u8 (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01a00003) P: s8 T: f (through) (size: 12)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01000012) P: s8 C: 565 T: u16 (size: 10)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01200008) P: s8 C: ? (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01e00008) P: s8 C: ? (through) (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01000003) P: s8 T: f (size: 12)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01e00022) P: s8 N: s8 T: u16 (through) (size: 10)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01400017) P: s8 C: 5551 T: f (size: 16)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01a00006) P: s8 C: ? T: u16 (through) (size: 4)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01000004) P: s8 C: ? (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0140000b) P: s8 C: ? T: f (size: 4)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0140001f) P: s8 C: 8888 T: f (size: 16)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01e0000d) P: s8 C: ? T: u8 (through) (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0160001e) P: s8 C: 8888 T: u16 (size: 12)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0100000e) P: s8 C: ? T: u16 (size: 4)
Resistance: Retribution™ v1.5.4 2019-05-07 VTYPE with morph used: THRU=0 TC=0 COL=1 POS=0 NRM=0 WT=0 NW=1 IDX=0 MC=2
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01040004) P: s8 C: ? Morph: 2 (size: 6)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0100000c) P: s8 C: ? (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01000005) P: s8 C: ? T: u8 (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01000008) P: s8 C: ? (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0120000d) P: s8 C: ? T: u8 (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Decoding texture from VRAM mirror at 04440030 swizzle=1
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0120000b) P: s8 C: ? T: f (size: 4)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01200005) P: s8 C: ? T: u8 (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0120000a) P: s8 C: ? T: u16 (size: 4)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01e00013) P: s8 C: 565 T: f (through) (size: 16)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0180000c) P: s8 C: ? (through) (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01c00013) P: s8 C: 565 T: f (through) (size: 16)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01400003) P: s8 T: f (size: 12)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (0160000d) P: s8 C: ? T: u8 (size: 3)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01e00023) P: s8 N: s8 T: f (through) (size: 16)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01200030) P: s8 N: s8 C: 565 (size: 8)
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (01000015) P: s8 C: 5551 T: u8 (size: 8)
Resistance: Retribution™ v1.7.4 2019-05-19 VTYPE with morph used: THRU=0 TC=2 COL=4 POS=2 NRM=1 WT=1 NW=5 IDX=0 MC=5
Resistance: Retribution™ v1.5.4 2019-05-07 Vertices without position found: (02233410) P: s8 C: 565 W: u16 (5x) I: u16 (size: 16)
Resistance: Retribution™ v1.5.4 2019-05-07 Bad bounding box data: 8827bb
Resistance: Retribution™ v1.5.4 2019-05-07 Unknown GE command : fededede
Resistance: Retribution™ v1.5.4 2019-05-07 Bad bounding box data: fff900
Resistance: Retribution™ v1.7.5 2019-05-01 Unknown GetPointer 00000000 PC 0896a1d4 LR 0896a1f8
Resistance: Retribution™ v1.8.0 2019-04-24 Bad bounding box data: 2737fd