Recent logs - Gangs of London™

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Game title Version Latest Report Message
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62d4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6394 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d640c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62c4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6284 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62f4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d637c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d61fc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63f4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6294 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63ec with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62fc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6314 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63fc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63d4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63dc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d625c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63a4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63e4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62cc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6374 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d633c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6404 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d61e4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6364 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63b4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63cc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6414 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6224 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62b4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63ac with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63c4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6204 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62a4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6384 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d641c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6354 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d634c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d635c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6304 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d626c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6234 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d627c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d61dc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6274 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d61ec with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62ac with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6264 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d63bc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d61f4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d630c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d624c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6324 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d632c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d621c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6214 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d628c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d631c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d623c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62bc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6244 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62ec with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6334 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62e4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d62dc with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d639c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d620c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d636c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6344 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d6254 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d629c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d622c with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d61d4 with different target
Gangs of London™ v1.18.1 2025-04-04 Branch in branch delay slot at 090d638c with different target
Gangs of London™ v1.9.0 2025-03-12 Bad vertex address 004b506c!
Gangs of London™ v1.9.0 2025-03-12 Unknown GE command : 3400000c
Gangs of London™ v1.11.3 2024-12-03 Unexpected mpeg first timestamp: 0 / 0
Gangs of London™ v1.11.3 2024-12-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Gangs of London™ v1.11.3 2024-12-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Gangs of London™ v1.17.1 2024-12-09 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0882f864
Gangs of London™ v1.18.1 2024-11-16 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]. 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 #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)) // 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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 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 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 = color0.rgb; vec3 specularColor = color0.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(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Gangs of London™ v1.18.1 2024-11-16 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]. 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 #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)) // 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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 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 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 lowp vec3 v_color1; 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 = color0.rgb; vec3 specularColor = color0.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_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Gangs of London™ v1.18.1 2024-11-16 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]. 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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)) // 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform 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 lowp vec3 v_color1; 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_color1 = splat3(0.0); 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; 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.
Gangs of London™ v1.18.1 2024-11-16 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]. 01f10444:00000b21 HWX T N LM 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-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00000b21 HWX T N LM 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 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 lowp vec3 v_color1; 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_color1 = splat3(0.0); 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; 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.
Gangs of London™ v1.18.1 2024-11-16 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]. 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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)) // 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull 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 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_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 = color0.rgb; vec3 specularColor = color0.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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 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
Gangs of London™ v1.18.1 2024-11-10 Unknown GetPointer 00000010 PC 08a0c1d0 LR 08a113a4
Gangs of London™ v1.9.0 2024-09-15 Unknown GE command : ed97f700
Gangs of London™ v1.9.0 2024-09-15 Bad vertex address 0f010000!
Gangs of London™ v1.9.0 2024-09-15 Unknown GE command : 35373037
Gangs of London™ v1.9.0 2024-09-05 BlockTransfer: Bad source transfer address 0a84ae20!
Gangs of London™ v1.9.0 2024-09-05 Bad vertex address 0f010df7!
Gangs of London™ v1.9.0 2024-09-05 Render to texture with incompatible formats 7 != 0 at 04000000
Gangs of London™ v1.9.0 2024-09-05 Render to texture using CLUT with different strides 512 != 1916
Gangs of London™ v1.9.0 2024-09-05 BlockTransfer: Bad source transfer address 0a000000!
Gangs of London™ v1.9.0 2024-09-05 Unknown GE command : 354ec3e2
Gangs of London™ v1.17.1 2024-09-02 WriteToHardware: Invalid address 00000458 near PC 089ff2e8 LR 089fd668
Gangs of London™ v1.17.1 2024-09-02 WriteToHardware: Invalid address 00000010 near PC 089ff2e8 LR 089fd668
Gangs of London™ v1.17.1 2024-09-02 ReadFromHardware: Invalid address 000003fc near PC 089ff2e8 LR 089fd668
Gangs of London™ v1.17.3 2024-08-13 Waiting thread for 20 that was already waiting for 20
Gangs of London™ v1.17.3 2024-08-13 sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2