Recent logs - SOCOM: Fireteam Bravo 3

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Game title Version Latest Report Message
SOCOM: Fireteam Bravo 3 v1.6.2 2020-11-21 sceDmacMemcpy(dest=08773e90, src=09a42f30, size=8288): overlapping read
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-20 Unknown GetPointer 00000000 PC 08aebca8 LR 08aebca8
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-18 Suspicious address 14c3eeb0, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-18 Suspicious address 8890bf6a, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-17 Jump to invalid address: 00447a68
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-17 Jump to invalid address: 00447a48
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-17 Unknown GetPointer 00447c2c PC 088041d8 LR 088041d8
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-17 Garbage libstub address or end
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-13 Suspicious address ea250768, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-13 Suspicious address 003e0d04, skipping reloc, type = 5
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-13 Suspicious address 2890a810, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-13 Suspicious address 109127c4, skipping reloc, type = 6
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-13 Suspicious address 00102098, skipping reloc, type = 6
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-13 Suspicious address 0890a2f9, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-02 Suspicious address 0a869ac4, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-02 Suspicious address 28869abc, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-13 Suspicious address 288699b8, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-02 Suspicious address ed50dd2c, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-02 Suspicious address 10869478, skipping reloc, type = 5
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-02 Suspicious address ed4cd768, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-02 Suspicious address 108690a0, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-13 Suspicious address 00060870, skipping reloc, type = 6
SOCOM: Fireteam Bravo 3 v1.10.3 2020-11-02 Suspicious address 29068f6c, skipping reloc, type = 5
SOCOM: Fireteam Bravo 3 v1.9.4 2020-11-05 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]. 01f35515:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 lowp vec3 v_color1; 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); 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 * color0.rgb) * 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * 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 ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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); 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 * 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
SOCOM: Fireteam Bravo 3 v1.9.4 2020-10-28 sceDmacMemcpy(dest=08e2be00, src=08e3a200, size=8816): overlapping read
SOCOM: Fireteam Bravo 3 v1.10.3 2020-10-22 Suspicious address 191b7cf4, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-10-22 Suspicious address e87f3a8c, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-10-13 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
SOCOM: Fireteam Bravo 3 v1.10.3 2020-10-13 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.10.3 2020-10-13 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.9.3 2020-09-30 WriteToHardware: Invalid address 2f49ab70 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.9.3 2020-09-30 WriteToHardware: Invalid address 2f49ab80 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.9.3 2020-09-30 ReadFromHardware: Invalid address 2f49ab80 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.9.3 2020-09-30 ReadFromHardware: Invalid address 2f49ab70 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-09-29 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 r6p2-01rel0 [Revision 96995]. 01730155:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 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_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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 lowp vec3 v_color1; 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); 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 * color0.rgb) * 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 * color0.rgb) * 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * 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 ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.
SOCOM: Fireteam Bravo 3 v1.10.3 2020-09-29 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 r6p2-01rel0 [Revision 96995]. 01f35551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 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 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 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 lowp vec3 v_color1; 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); 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 * color0.rgb) * 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 * 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); 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 * color0.rgb) * 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 * 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
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-27 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]. 01f35155:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 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 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 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 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 lowp vec3 v_color1; 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); 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 * color0.rgb) * 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 * color0.rgb) * 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * 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 ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); 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
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-26 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f05515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 - 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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); 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);
SOCOM: Fireteam Bravo 3 v1.10.3 2020-09-23 sceDmacMemcpy(dest=09d1dc20, src=098832d0, size=249760): overlapping read
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-22 sceDmacMemcpy(dest=04174000, src=0903b370, size=65536): overlapping read
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-18 Suspicious address 10aadab4, skipping reloc, type = 5
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-18 Suspicious address f10561bc, skipping reloc, type = 6
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-18 Suspicious address 08aad506, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-18 Suspicious address f50594e8, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-18 Suspicious address 002a4744, skipping reloc, type = 5
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-18 Suspicious address 08aad6ae, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-18 Suspicious address 18aace58, skipping reloc, type = 6
SOCOM: Fireteam Bravo 3 v1.9.4 2020-09-18 Suspicious address 1090a7c0, skipping reloc, type = 5
SOCOM: Fireteam Bravo 3 v1.10.3 2020-09-15 sceDmacMemcpy(dest=08e2be00, src=08e3a600, size=8256): overlapping read
SOCOM: Fireteam Bravo 3 v1.10.3 2020-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.10.3 2020-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.9.3 2020-09-10 DrawActiveTexture() failed: 8876086c
SOCOM: Fireteam Bravo 3 v1.10.3 2020-09-09 sceDmacMemcpy(dest=08e2be00, src=08e39e00, size=8544): overlapping read
SOCOM: Fireteam Bravo 3 v1.10.3-321-g736ad920c 2020-08-26 __KernelStopThread: thread 683 does not exist
SOCOM: Fireteam Bravo 3 v1.10.3-321-g736ad920c 2020-08-26 Texturing from framebuffer with different strides 128 != 256
SOCOM: Fireteam Bravo 3 v1.10.3-321-g736ad920c 2020-08-26 __KernelStopThread: thread 524 does not exist
SOCOM: Fireteam Bravo 3 v1.10.3-321-g736ad920c 2020-08-26 __KernelStopThread: thread 535 does not exist
SOCOM: Fireteam Bravo 3 v1.10.3-321-g736ad920c 2020-08-26 Unimplemented HLE function sceNetResolverTerm
SOCOM: Fireteam Bravo 3 v1.10.1 2020-08-23 sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.10.1 2020-08-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-20 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-20 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
SOCOM: Fireteam Bravo 3 v1.9.4 2020-08-17 ReadFromHardware: Invalid address b5e0b1b4 near PC b5e0b1b4 LR 08a778e4
SOCOM: Fireteam Bravo 3 v1.9.3 2020-08-16 sceDmacMemcpy(dest=0871a770, src=09864390, size=12848): overlapping read
SOCOM: Fireteam Bravo 3 v1.9.3 2020-08-14 ReadFromHardware: Invalid address 2f49dd00 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.9.3 2020-08-14 Unknown GetPointer 712a4de1 PC 712a4de1 LR 08a77940
SOCOM: Fireteam Bravo 3 v1.9.3 2020-08-14 WriteToHardware: Invalid address 2f49dd00 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.9.3 2020-08-14 ReadFromHardware: Invalid address 2f49dcf0 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.9.3 2020-08-14 WriteToHardware: Invalid address 2f49dcf0 near PC 08af49b0 LR 08af98c4
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-13 sceDmacMemcpy(dest=09d81c60, src=09921330, size=249760): overlapping read
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-12 sceDmacMemcpy(dest=08740880, src=099237b0, size=9808): overlapping read
SOCOM: Fireteam Bravo 3 v1.4.2 2020-08-12 sceDmacMemcpy(dest=08e2be00, src=08e39e00, size=8576): overlapping read
SOCOM: Fireteam Bravo 3 v1.9.3-164-g0a5ec4838 2020-08-11 sceDmacMemcpy(dest=08788190, src=09a13e80, size=8736): overlapping read
SOCOM: Fireteam Bravo 3 v1.4.2 2020-08-08 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]. / code: #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 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; 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); gl_Position = 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; toLight = u_lightpos0; mediump float dot0 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * dot0; dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot0 > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot1 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * dot1; dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot1 > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot2 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * dot2; dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot2 > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
SOCOM: Fireteam Bravo 3 v1.10.3 2020-08-08 sceDmacMemcpy(dest=08e2be00, src=08e3b600, size=8208): overlapping read
SOCOM: Fireteam Bravo 3 v1.9.4 2020-11-13 Suspicious address 0a90ab50, skipping reloc, type = 5
SOCOM: Fireteam Bravo 3 v1.9.4 2020-10-12 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 0890b0ec, type=14 : lwc1 f12, 0x21C8(a0)
SOCOM: Fireteam Bravo 3 v1.9.4 2020-10-12 Suspicious address 0a90a5cc, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.9.4 2020-10-12 Suspicious address 0890a2fd, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.9.4 2020-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 0890a734, type=13 : lui a1, 0x46
SOCOM: Fireteam Bravo 3 v1.9.4 2020-08-01 Suspicious address 1890a43c, skipping reloc, type = 4
SOCOM: Fireteam Bravo 3 v1.9.4 2020-10-12 Suspicious address 28909bd4, skipping reloc, type = 6
SOCOM: Fireteam Bravo 3 v1.9.4 2020-11-18 Suspicious address 28909bc4, skipping reloc, type = 5
SOCOM: Fireteam Bravo 3 v1.4-2-g648bc5d 2020-07-31 sceDmacMemcpy(dest=08e3dce0, src=08e4bce0, size=8256): overlapping read
SOCOM: Fireteam Bravo 3 v1.4.2 2020-07-30 sceDmacMemcpy(dest=08e2be00, src=08e39e00, size=8944): overlapping read
SOCOM: Fireteam Bravo 3 v1.4.2 2020-07-30 sceDmacMemcpy(dest=08e2be00, src=08e39e00, size=8752): overlapping read
SOCOM: Fireteam Bravo 3 v1.10.2 2020-07-29 sceDmacMemcpy(dest=08e2be00, src=08e3b600, size=8816): overlapping read
SOCOM: Fireteam Bravo 3 v1.10.2 2020-07-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
SOCOM: Fireteam Bravo 3 v1.10.2 2020-07-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
SOCOM: Fireteam Bravo 3 v1.10.2 2020-07-29 RET: Stack empty!
SOCOM: Fireteam Bravo 3 v1.10.2 2020-07-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
SOCOM: Fireteam Bravo 3 v1.10.2 2020-07-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
SOCOM: Fireteam Bravo 3 v1.10.2 2020-07-29 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
SOCOM: Fireteam Bravo 3 v1.10.2 2020-07-29 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
SOCOM: Fireteam Bravo 3 v1.10.2 2020-07-29 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba