Recent logs - Daxter

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Game title Version Latest Report Message
Daxter v1.9.4 2020-05-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da1cb0, 4, 00000000, 0)
Daxter v1.9.4 2020-05-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb7540, 4, 00000000, 0)
Daxter v1.6.3-492-g9fddfff66 2020-05-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb97b0, 4, 00000000, 0)
Daxter v1.9.4 2020-05-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c900, 4, 00000000, 0)
Daxter v1.9.4 2020-05-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ed3f00, 4, 00000000, 0)
Daxter v1.9.4 2020-05-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ecda50, 4, 00000000, 0)
Daxter v1.9.3 2020-05-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9ce10, 4, 00000000, 0)
Daxter v1.9.3 2020-05-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb7120, 4, 00000000, 0)
Daxter v1.9.4 2020-05-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9b300, 4, 00000000, 0)
Daxter v1.9.4 2020-05-12 Unknown GetPointer 00000000 PC 08a3036c LR 08a3036c
Daxter v1.9.4 2020-05-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9b7a0, 4, 00000000, 0)
Daxter v1.9.4 2020-05-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da0e50, 4, 00000000, 0)
Daxter v1.9.4 2020-05-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9dc90, 4, 00000000, 0)
Daxter v1.9.4 2020-04-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e2f0, 4, 00000000, 0)
Daxter v1.9.4 2020-04-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9dc50, 4, 00000000, 0)
Daxter v1.9.4 2020-04-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da63b0, 4, 00000000, 0)
Daxter v1.9.4 2020-04-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec9940, 4, 00000000, 0)
Daxter v1.9.3 2020-04-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e765f0, 4, 00000000, 0)
Daxter v1.9.4 2020-04-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea0820, 4, 00000000, 0)
Daxter v1.9.3 2020-04-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea0aa0, 4, 00000000, 0)
Daxter v1.9.4 2020-04-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da8e50, 4, 00000000, 0)
Daxter v1.9.3 2020-04-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e91a20, 4, 00000000, 0)
Daxter v1.4-2-g648bc5d 2020-04-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9a880, 4, 00000000, 0)
Daxter v1.6.3-492-g9fddfff66 2020-04-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e765d0, 4, 00000000, 0)
Daxter v1.9.4 2020-04-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb9dd0, 4, 00000000, 0)
Daxter v1.9.4 2020-04-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ebc970, 4, 00000000, 0)
Daxter v1.9.4 2020-05-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9b870, 4, 00000000, 0)
Daxter v1.7.5 2020-04-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb5060, 4, 00000000, 0)
Daxter v1.7.5 2020-04-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9f930, 4, 00000000, 0)
Daxter v1.9.4 2020-03-30 ReadFromHardware: Invalid address 51200004 near PC 51200004 LR 088a5118
Daxter v1.8.0 2020-03-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da2ab0, 4, 00000000, 0)
Daxter v1.9.4 2020-03-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08d9f240, 4, 00000000, 0)
Daxter v1.9.4 2020-03-20 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 r7p0-00rel1 [Revision 96995]. 01f34440:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #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 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 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 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
Daxter v1.9.4 2020-03-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9f2f0, 4, 00000000, 0)
Daxter v1.9.4 2020-03-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e840, 4, 00000000, 0)
Daxter v1.8.0 2020-03-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e490, 4, 00000000, 0)
Daxter v1.8.0 2020-03-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec0510, 4, 00000000, 0)
Daxter v1.8.0 2020-03-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec04b0, 4, 00000000, 0)
Daxter v1.8.0 2020-03-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c0c0, 4, 00000000, 0)
Daxter v1.9.3 2020-03-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c640, 4, 00000000, 0)
Daxter v1.9.3-171-g347433910 2020-02-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea2820, 4, 00000000, 0)
Daxter v1.9.4 2020-02-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9b7c0, 4, 00000000, 0)
Daxter v1.9.4 2020-02-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9b900, 4, 00000000, 0)
Daxter v1.9.3 2020-02-23 Unknown GetPointer 00000001 PC 00000001 LR 00000001
Daxter v1.9.4 2020-02-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08d9cd80, 4, 00000000, 0)
Daxter v1.9.4 2020-02-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ecae20, 4, 00000000, 0)
Daxter v1.9.4 2020-02-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb4a10, 4, 00000000, 0)
Daxter v1.9.3 2020-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da6eb0, 4, 00000000, 0)
Daxter v1.9.4 2020-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb7610, 4, 00000000, 0)
Daxter v1.9.4 2020-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9a400, 4, 00000000, 0)
Daxter v1.9.3 2020-01-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea0020, 4, 00000000, 0)
Daxter v1.9.4 2020-01-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb36a0, 4, 00000000, 0)
Daxter v1.9.4 2020-01-15 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 r4p1-01rel0 [Revision 96995]. 07730044:40c10b5c HWX C T N Fog Tex TexProjPos UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:3 WScale 3 #version 100 precision highp float; attribute mediump vec4 w1; 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 mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 lowp vec4 u_ambient; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
Daxter v1.9.4 2020-01-15 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 r4p1-01rel0 [Revision 96995]. 07730044:40c50b5c HWX C T N Fog Tex TexProjUV UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:3 WScale 3 #version 100 precision highp float; attribute mediump vec4 w1; 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 mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 lowp vec4 u_ambient; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
Daxter v1.9.4 2020-01-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9b9f0, 4, 00000000, 0)
Daxter v1.9.4 2019-12-25 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]. 07730044:40c10b5c HWX C T N Fog Tex TexProjPos UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:3 WScale 3 #version 100 precision highp float; attribute mediump vec4 w1; 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 mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 lowp vec4 u_ambient; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
Daxter v1.9.4 2019-12-25 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]. 07730044:40c50b5c HWX C T N Fog Tex TexProjUV UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:3 WScale 3 #version 100 precision highp float; attribute mediump vec4 w1; 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 mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 lowp vec4 u_ambient; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/33d4ab37, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/440ca7d8, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceMpegbase/bea18f91, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/a0cf2fa4, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/9ec3676a, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/d5a229c9, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/76f01aca, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/a232cbe6, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/f983b186, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/b7660a23, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/5f9529f6, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/267a6dd2, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/019b25eb, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/ad84d37f, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceMpegbase/304882e1, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceMpegbase/7ac0321a, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceMpegbase/0530be4e, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceMpegbase/91929a21, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceMpegbase/492b5e4b, already implemented in HLE.
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/d5ebbbcd, already implemented in HLE.
Daxter v1.8.0 2020-01-21 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
Daxter v1.9.4 2019-12-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ebbe30, 4, 00000000, 0)
Daxter v1.9.4 2019-12-13 Unknown GetPointer 00000000 PC 08865cac LR 08865cac
Daxter v1.4-2-g648bc5d 2019-12-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ebd660, 4, 00000000, 0)
Daxter v1.9.3-147-ge84788138 2019-12-01 Error in shader compilation: info: (48) : fatal error C9999: InitSymbolTable -- Current scope dirty 48 lines, 2 errors. 01130000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:0 MatUp:3 #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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec4 u_ambient; 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 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
Daxter v1.9.3-147-ge84788138 2019-12-01 Error in shader compilation: info: (0) : error C3001: no program defined 40 lines, 1 errors. 01030000:00260b1c HWX C T N Fog Tex UVEnv Light: 1: c:0 t:0 2: c:0 t:0 MatUp:3 #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_lightpos1; uniform vec3 u_lightpos2; uniform lowp vec4 u_ambient; 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 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal)), 1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
Daxter v1.9.3-147-ge84788138 2019-12-01 Error in shader compilation: info: (15) : fatal error C9999: InitSymbolTable -- Current scope dirty 15 lines, 2 errors. 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; }
Daxter v1.9.3-147-ge84788138 2019-12-01 Error in shader compilation: info: (0) : error C3001: no program defined 37 lines, 1 errors. 01030000:00260b18 HWX C T N Tex UVEnv Light: 1: c:0 t:0 2: c:0 t:0 MatUp:3 #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_lightpos1; uniform vec3 u_lightpos2; uniform lowp vec4 u_ambient; 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal)), 1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal))) * 0.5, 1.0); 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; }
Daxter v1.9.3 2019-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eacd70, 4, 00000000, 0)
Daxter v1.9.3 2019-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb8fc0, 4, 00000000, 0)
Daxter v1.8.0 2019-11-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9bd50, 4, 00000000, 0)
Daxter v1.9.4 2019-10-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9d550, 4, 00000000, 0)
Daxter v1.8.0 2019-10-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb82f0, 4, 00000000, 0)
Daxter v1.9.3 2019-10-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e550, 4, 00000000, 0)
Daxter v1.8.0 2019-10-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec2c60, 4, 00000000, 0)
Daxter v1.7.5 2019-10-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb3dc0, 4, 00000000, 0)
Daxter v1.8.0 2019-09-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9ccc0, 4, 00000000, 0)
Daxter v1.8.0 2019-09-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea7470, 4, 00000000, 0)
Daxter v1.8.0 2019-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea5820, 4, 00000000, 0)
Daxter v1.8.0 2020-01-21 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
Daxter v1.8.0 2019-12-22 Ignoring func export sceAudiocodec/9d3f790c, already implemented in HLE.
Daxter v1.8.0 2019-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e99ed0, 4, 00000000, 0)
Daxter v1.8.0 2019-12-22 Ignoring func export sceSasCore/a3589d81, already implemented in HLE.