Recent logs - Resistance: Retribution™

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Game title Version Latest Report Message
Resistance: Retribution™ v1.17.1 2025-07-10 Could not setup streams, unexpected stream count: 21901
Resistance: Retribution™ v1.17.1 2025-07-09 Unexpected mpeg first timestamp: e2309090000 / 15543638228992
Resistance: Retribution™ v1.17.1 2025-07-09 Unexpected mpeg first timestamp: 59809090000 / 6150544752640
Resistance: Retribution™ v1.17.1 2025-07-09 Unknown GetPointerWrite 26191428 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2025-07-09 Unknown GE command : 0d3e545f
Resistance: Retribution™ v1.17.1 2025-07-09 Unknown GetPointerWrite 28191428 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1 2025-07-08 Unknown GetPointerWrite 26191638 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.10.3 2025-07-05 Unknown GE command : fdfefefe
Resistance: Retribution™ v1.17.1 2025-07-02 Unknown GE command : d1000001
Resistance: Retribution™ v1.18.1 2025-06-27 ReadFromHardware: Invalid address 26569f38 near PC 08ca31e0 LR 08ca1a84
Resistance: Retribution™ v1.18.1 2025-06-27 Unknown GetPointerWrite 19200e88 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-06-20 Vertices without position found: (0460004e) [0460004e] P: ? N: s16 C: ? T: u16 (10b)
Resistance: Retribution™ v1.18.1 2025-06-20 Vertices without position found: (0400003d) [0400003d] P: ? N: s8 C: 8888 T: u8 (16b)
Resistance: Retribution™ v1.18.1 2025-06-20 Drawing region rate add non-zero: 010a, 02c0 of 01df, 010f
Resistance: Retribution™ v1.18.1 2025-06-20 Could not setup streams, unexpected stream count: 4113
Resistance: Retribution™ v1.18.1 2025-06-21 ReadFromHardware: Invalid address 192e29f8 near PC 08be51dc LR 08ca1a84
Resistance: Retribution™ v1.18.1 2025-06-21 Unknown GetPointerWrite 192e29f8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.19.1 2025-06-16 __KernelStopThread: thread 581 does not exist (ApctlThread deleted)
Resistance: Retribution™ v1.19.1 2025-06-16 __KernelStopThread: thread 581 does not exist (ApctlThread stopped)
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01700551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 #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)) // 01700551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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 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); lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularC
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01700551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 #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)) // 01700551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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 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); lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01710551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 #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)) // 01710551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 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); lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecu
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 #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)) // 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) ligh
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01f15555:00000b09 HWX C T N LM 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 // 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)) // 01f15555:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 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_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 = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnorma
Resistance: Retribution™ v1.17 2025-06-14 Could not setup streams, unexpected stream count: 39776
Resistance: Retribution™ v1.17 2025-06-14 sceDmacMemcpy(dest=04000000, src=09e0ecc0, size=557056): overlapping read
Resistance: Retribution™ v1.17 2025-06-14 Could not setup streams, unexpected stream count: 19387
Resistance: Retribution™ v1.17 2025-06-14 Unknown GE command : 4f040b18
Resistance: Retribution™ v1.17 2025-06-14 Unknown GE command : 0302060d
Resistance: Retribution™ v1.17 2025-06-14 Unknown GetPointerWrite 28971f38 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17 2025-06-14 Unknown GE command : 03020714
Resistance: Retribution™ v1.17 2025-06-14 Unknown GetPointerWrite 1b171f38 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17 2025-06-14 Unknown GetPointerWrite 07171f38 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17 2025-06-14 Unknown GE command : 4e202e73
Resistance: Retribution™ v1.17 2025-06-14 Unknown GetPointerWrite 28c295a8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17 2025-06-14 Unknown GE command : 52071022
Resistance: Retribution™ v1.17 2025-06-14 Unknown GE command : 5a07113d
Resistance: Retribution™ v1.17 2025-06-14 Unexpected mpeg first timestamp: fde09090000 / 17446308741120
Resistance: Retribution™ v1.18.1 2025-06-13 Could not setup streams, unexpected stream count: 12642
Resistance: Retribution™ v1.17 2025-06-13 Unknown GetPointerWrite 06fa30e8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-06-13 ReadFromHardware: Invalid address 0cffcce8 near PC 08b52814 LR 08ca1a84
Resistance: Retribution™ v1.18.1 2025-06-12 Unknown GetPointerWrite 13252028 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.19 2025-06-09 Unusual bezier/spline vtype: 12330008, morph: 4, bones: 5
Resistance: Retribution™ v1.19 2025-06-09 Software: Bad vertex address 00804025!
Resistance: Retribution™ v1.18.1 2025-06-09 Unknown GetPointerWrite 01970688 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-06-07 ReadFromHardware: Invalid address 2bba5510 near PC 08ca275c LR 08ca275c
Resistance: Retribution™ v1.18.1 2025-06-07 ReadFromHardware: Invalid address 26171f38 near PC 08ca31e0 LR 08ca1a84
Resistance: Retribution™ v1.17 2025-06-02 Unknown GetPointerWrite 24545ac8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17 2025-06-02 ReadFromHardware: Invalid address 24545ac8 near PC 08b52814 LR 08ca1a84
Resistance: Retribution™ v1.18.1 2025-06-01 Could not setup streams, unexpected stream count: 57549
Resistance: Retribution™ v1.18.1 2025-05-30 Unknown GetPointerWrite 0b970f48 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-05-28 Could not setup streams, unexpected stream count: 20808
Resistance: Retribution™ v1.18.1 2025-05-26 Unknown GetPointerWrite 261705b8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-05-25 Drawing region rate add non-zero: 0402, 04f7 of 01df, 010f
Resistance: Retribution™ v1.18.1 2025-05-25 Imm vertex used clip value, flags=42f800
Resistance: Retribution™ v1.18.1 2025-05-25 Vertices without position found: (0422e02f) [0422e02f] P: ? N: s8 C: ? T: f (8b)
Resistance: Retribution™ v1.17 2025-05-25 ReadFromHardware: Invalid address 000007c0 near PC 08ca275c LR 08ca275c
Resistance: Retribution™ v1.17 2025-05-25 Unknown GetPointerWrite 28ccece8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17 2025-05-25 ReadFromHardware: Invalid address 28ccece8 near PC 08d2b654 LR 08ca1a84
Resistance: Retribution™ v1.17 2025-05-25 WriteToHardware: Invalid address 0000000c near PC 08d2b654 LR 08ca2aac
Resistance: Retribution™ v1.18.1 2025-05-23 Unknown GetPointerWrite 282cf068 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17 2025-05-20 Unexpected mpeg first timestamp: e01c9090000 / 15400830566400
Resistance: Retribution™ v1.18.1 2025-05-18 Could not setup streams, unexpected stream count: 4512
Resistance: Retribution™ v1.18.1 2025-05-17 Unexpected mpeg first timestamp: f1109090000 / 16565840445440
Resistance: Retribution™ v1.18.1 2025-05-16 Unknown GetPointerWrite 1e178338 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-05-16 Unknown GetPointerWrite 0a892fe8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-05-16 Unexpected mpeg first timestamp: 1000005472 / 68719498354
Resistance: Retribution™ v1.18.1 2025-05-16 WriteToHardware: Invalid address 00000024 near PC 08d228ec LR 08d228ec
Resistance: Retribution™ v1.18.1 2025-05-15 Unknown GetPointerWrite 0677a938 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-05-13 Vertices without position found: (0434002f) [0434002f] P: ? N: s8 C: ? T: f Morph: 6 (48b)
Resistance: Retribution™ v1.18.1 2025-05-13 Vertices without position found: (12000008) [12000008] P: ? C: ? (3b)
Resistance: Retribution™ v1.18.1 2025-05-13 Vertices without position found: (04e0003e) [04e0003e] P: ? N: s8 C: 8888 T: u16 (through) (16b)
Resistance: Retribution™ v1.18.1 2025-05-13 Drawing region rate add non-zero: 04f8, 013f of 007e, 0000
Resistance: Retribution™ v1.18.1 2025-05-13 Drawing region rate add non-zero: 03d7, 0147 of 01df, 010f
Resistance: Retribution™ v1.18.1 2025-05-13 Unusual bezier/spline vtype: 12221222, morph: 0, bones: 1
Resistance: Retribution™ v1.18.1 2025-05-13 Vertices without position found: (12221222) [12221222] P: ? N: s8 T: u16 W: u8 (1x) I: u16 (12b)
Resistance: Retribution™ v1.18.1 2025-05-13 Vertices without position found: (04221222) [04221222] P: ? N: s8 T: u16 W: u8 (1x) I: u16 (12b)
Resistance: Retribution™ v1.18.1 2025-05-13 Unknown GetPointerWrite 22ffa938 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-05-13 Unknown GetPointerWrite 0b10e3b8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-05-13 Unexpected mpeg first timestamp: 63719090000 / 6833712988160
Resistance: Retribution™ v1.18.1 2025-05-12 Unknown GetPointerWrite 16374fd8 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (04000000) [04000000] P: ? (3b)
Resistance: Retribution™ v1.18.1 2025-05-12 VTYPE with morph used: THRU=0 TC=2 COL=4 POS=0 NRM=3 WT=2 NW=5 IDX=3 MC=3
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (050b3c72) [050b3c72] P: ? N: f C: 565 T: u16 W: u16 (5x) I: ? Morph: 3 (96b)
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (070b3c72) [070b3c72] P: ? N: f C: 565 T: u16 W: u16 (5x) I: ? Morph: 3 (96b)
Resistance: Retribution™ v1.18.1 2025-05-12 Unusual bezier/spline vtype: 120b3c72, morph: 2, bones: 5
Resistance: Retribution™ v1.18.1 2025-05-12 Drawing region rate add non-zero: 0104, 02c0 of 03f4, 003f
Resistance: Retribution™ v1.18.1 2025-05-12 UNKNOWN Signal UNIMPLEMENTED 33 ! signal/end: 0110 0029
Resistance: Retribution™ v1.18.1 2025-05-12 Bad bounding box data: 0018e4
Resistance: Retribution™ v1.18.1 2025-05-12 Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(308,928)
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (07c00012) [07c00012] P: ? C: 565 T: u16 (through) (10b)
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (0780000a) [0780000a] P: ? C: ? T: u16 (through) (4b)
Resistance: Retribution™ v1.18.1 2025-05-12 Drawing region rate add non-zero: 011c, 0479 of 01df, 010f
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (07a00002) [07a00002] P: ? T: u16 (through) (8b)
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (07400005) [07400005] P: ? C: ? T: u8 (3b)
Resistance: Retribution™ v1.18.1 2025-05-12 Block transfer invalid: e4000000/0 -> af410360/88, 1x1x2 (0,0)->(501,94)
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (07200045) [07200045] P: ? N: s16 C: ? T: u8 (10b)
Resistance: Retribution™ v1.18.1 2025-05-12 VTYPE with morph used: THRU=1 TC=3 COL=1 POS=2 NRM=2 WT=2 NW=6 IDX=3 MC=3
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (0780000f) [0780000f] P: ? C: ? T: f (through) (4b)
Resistance: Retribution™ v1.18.1 2025-05-12 Vertices without position found: (07400016) [07400016] P: ? C: 5551 T: u16 (10b)