To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-05-25 |
ReadFromHardware: Invalid address 3109f91a near PC 3109f91a LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.15.2 |
2023-05-17 |
ReadFromHardware: Invalid address 7ff7afff near PC 7ff7afff LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.15.2 |
2023-05-17 |
ReadFromHardware: Invalid address a4d40b01 near PC a4d40b01 LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-04-27 |
sceUtilityMsgDialogInitStart: invalid status |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-04-11 |
WriteToHardware: Invalid address 000001f0 near PC 08a9cebc LR 08aa7f34 |
SOCOM: Fireteam Bravo 3 |
v1.14.1 |
2023-04-10 |
UI scissor out of bounds in MainScreen: 0,0-1125,721 / 1463,720 |
SOCOM: Fireteam Bravo 3 |
v1.4.2 |
2023-04-09 |
sceDmacMemcpy(dest=08cf03f0, src=09881e80, size=9104): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2023-04-08 |
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 r4p0-00rel0 [Revision 96995].
01f35551:00000b2d HWX C T N LM Fog Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 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 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);
lowp vec4 lightSum0 = u_ambient * color0 + 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 * 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 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2023-04-08 |
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 r4p0-00rel0 [Revision 96995].
01710551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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;
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);
lowp vec4 lightSum0 = u_ambient * color0 + 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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * 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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoff |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2023-04-08 |
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 r4p0-00rel0 [Revision 96995].
01f35155:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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);
lowp vec4 lightSum0 = u_ambient * color0 + 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 * 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 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2023-04-08 |
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 r4p0-00rel0 [Revision 96995].
01f35515:00000b39 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 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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_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;
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);
lowp vec4 lightSum0 = u_ambient * color0 + 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 * 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) * l |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-04-05 |
Branch in Jump delay slot at 08a778ec in block starting at 08a778ec |
SOCOM: Fireteam Bravo 3 |
v1.6.3 |
2023-04-04 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a0f002 Tex Fog 2x TFuncMod AlphaTest >=
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01710551:00000b1c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = 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) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = 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) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, 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 |
v1.6.3 |
2023-04-04 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a0f022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >=
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01710551:00000b1c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = 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) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = 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) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, 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 |
v1.6.3 |
2023-04-04 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01710551:00000b1c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = 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) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = 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) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, 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 |
v1.6.3 |
2023-04-04 |
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 r10p0-00dev0 [Revision 96995].
01710551:00000b1c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = 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) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = 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) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, 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 |
v1.14.4 |
2023-04-01 |
Failed decrypting the PRX (ret = -3, size = 6102248, psp_size = 6108848)! |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-03-28 |
sceDmacMemcpy(dest=041a8850, src=09721970, size=19888): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2023-03-19 |
sceDmacMemcpy(dest=08e2b570, src=08e39570, size=8768): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2023-03-16 |
UI scissor out of bounds in MainScreen: 0,0-1213,721 / 1600,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2023-03-16 |
UI scissor out of bounds in GameSettingsScreen: 224,0-1320,721 / 1600,720 |
SOCOM: Fireteam Bravo 3 |
v1.14.2 |
2023-03-16 |
UI scissor out of bounds in GameSettingsScreen: 270,0-1320,721 / 1600,720 |
SOCOM: Fireteam Bravo 3 |
v1.10.3 |
2023-03-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2 |
SOCOM: Fireteam Bravo 3 |
v1.10.3 |
2023-03-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1 |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-03-05 |
sceDmacMemcpy(dest=08e2bde0, src=08e39de0, size=8416): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-03-03 |
sceDmacMemcpy(dest=08e2bde0, src=08e39de0, size=8768): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2023-02-24 |
sceDmacMemcpy(dest=08e2bac0, src=08e39ac0, size=8256): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2023-02-17 |
sceDmacMemcpy(dest=08f3d690, src=08f375d0, size=15168): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.14 |
2023-02-14 |
sceDmacMemcpy(dest=08e2be00, src=08e3b600, size=8368): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.14 |
2023-02-12 |
UI scissor out of bounds in GamePauseScreen: 187,22-340,1066 / 1088,544 |
SOCOM: Fireteam Bravo 3 |
v1.14 |
2023-02-12 |
UI scissor out of bounds in GamePauseScreen: 0,22-176,1066 / 1088,544 |
SOCOM: Fireteam Bravo 3 |
v1.14 |
2023-02-12 |
UI scissor out of bounds in GamePauseScreen: 1462,11-680,261 / 1088,544 |
SOCOM: Fireteam Bravo 3 |
v1.14 |
2023-02-12 |
UI scissor out of bounds in GamePauseScreen: 0,11-1440,261 / 1088,544 |
SOCOM: Fireteam Bravo 3 |
v1.14 |
2023-02-12 |
sceDmacMemcpy(dest=08e2be00, src=08e3ba00, size=8944): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-02-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c73564, pos=0, access=1, data=1, text=1 |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-02-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c73564, pos=0, access=1, data=2, text=2 |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-01-30 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-01-27 |
ReadFromHardware: Invalid address 7129967c near PC 7129967c LR 08a77940 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2023-01-20 |
sceDmacMemcpy(dest=08e2bac0, src=08e39ac0, size=8512): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2023-01-17 |
ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 088eeb88 |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-01-16 |
Module linking debug info:
ver=0011, flags=4001, size=5, numVars=0, numFuncs=4, nidData=08807330, firstSym=08a778f4, varData=00000000, extra=00000000
IoFileMg�x�User ver=0011, flags=4001, size=5, numVars=0, numFuncs=7, nidData=0892a8b4, firstSym=08806fbc, varData=00000000, extra=00000000
���ExecForUser ver=0011, flags=4001, size=244, numVars=120, numFuncs=2215, nidData=0880730c, firstSym=08806fac, varData=08807184, extra=0892a8b4
|
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-01-16 |
Jump to invalid address: 06613f20 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-01-16 |
MIPSCompileOp: Invalid instruction 00037194 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-01-16 |
Jump to invalid address: 06628260 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-01-16 |
Jump to invalid address: 0664fdc0 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2023-01-12 |
sceDmacMemcpy(dest=08e2bac0, src=08e39ac0, size=8464): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.10.3 |
2023-01-11 |
sceDmacMemcpy(dest=08752a70, src=099a3bf0, size=16656): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-01-06 |
ReadFromHardware: Invalid address 2f45be80 near PC 08af49b0 LR 08af98c4 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-01-06 |
ReadFromHardware: Invalid address 2f45be70 near PC 08af49b0 LR 08af98c4 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-01-06 |
WriteToHardware: Invalid address 2f45be70 near PC 08af49b0 LR 08af98c4 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2023-01-06 |
WriteToHardware: Invalid address 2f45be80 near PC 08af49b0 LR 08af98c4 |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-01-04 |
__KernelStopThread: thread 359 does not exist (helper deleted) |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-12-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-12-20 |
sceDmacMemcpy(dest=08e2be00, src=08e3b600, size=8224): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-12-12 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145089204 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-12-12 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 128 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-12-12 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432 |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2022-12-04 |
sceDmacMemcpy(dest=08e3de70, src=08e4be70, size=8432): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2022-12-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2 |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2022-12-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=1, text=1 |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2022-12-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145089472 |
SOCOM: Fireteam Bravo 3 |
v1.10-6-g8ac4efd3c |
2022-11-25 |
sceDmacMemcpy(dest=08777180, src=0999ce70, size=11552): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2022-11-19 |
sceDmacMemcpy(dest=085ca020, src=08f31170, size=8720): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-11-16 |
Unknown GetPointer 00000000 PC 00000000 LR 08941430 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-11-16 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08941430 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-11-16 |
Branch in Jump delay slot at 09c3f0a8 in block starting at 09c3f0a0 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-11-16 |
Branch in Jump delay slot at 09c3f0a4 in block starting at 09c3f0a0 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-11-16 |
Branch in Jump delay slot at 09c3f0a0 in block starting at 09c3f0a0 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-11-16 |
Jump to invalid address: 0c2c2c2c |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-11-05 |
sceDmacMemcpy(dest=08e2be00, src=08e3ba00, size=8928): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-10-27 |
sceDmacMemcpy(dest=087a31a0, src=09a28ab0, size=8288): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-10-24 |
WriteToHardware: Invalid address 000001f0 near PC 08b7a070 LR 08b7a070 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2022-10-24 |
sceDmacMemcpy(dest=08e2be00, src=08e3ae00, size=8832): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-10-20 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2 |
SOCOM: Fireteam Bravo 3 |
v1.12.2 |
2022-10-18 |
sceDmacMemcpy(dest=08e28300, src=08e36300, size=9072): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.12.2 |
2022-10-17 |
sceDmacMemcpy(dest=08e2be00, src=08e3b600, size=9120): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2022-10-08 |
WriteToHardware: Invalid address 00000000 near PC 08add1a4 LR 08add1a4 |
SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2022-10-08 |
sceDmacMemcpy(dest=08e3a370, src=08e49d70, size=8256): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2022-10-05 |
sceDmacMemcpy(dest=08e3a370, src=08e48370, size=8256): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2022-10-05 |
sceDmacMemcpy(dest=08e28300, src=08e36300, size=9088): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2022-10-05 |
sceDmacMemcpy(dest=087178c0, src=098468e0, size=11776): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2022-10-02 |
sceDmacMemcpy(dest=08e2be00, src=08e3b600, size=8976): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.13.1-438-g15f51c306 |
2022-09-28 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 8888):
[COLOR seq:4624 C:040cc000/128 Z:04088000/128 X:0 Y:128 reint: false] [COLOR seq:4623 C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false] |
SOCOM: Fireteam Bravo 3 |
v1.13.1-438-g15f51c306 |
2022-09-28 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 8888):
[COLOR seq:4166 C:040cc000/128 Z:04088000/128 X:0 Y:128 reint: false] [COLOR seq:4165 C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false] |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-09-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-09-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1 |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2022-09-11 |
Rendering to framebuffer offset: 04170000 +256x0 |
SOCOM: Fireteam Bravo 3 |
v1.13.2 |
2022-12-23 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2022-08-30 |
ReadFCR: Unexpected reg 21 |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2022-08-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2 |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2022-08-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1 |
SOCOM: Fireteam Bravo 3 |
v1.10.3 |
2022-08-25 |
Render to texture with incompatible formats 5 != 1 at 040cc000 |
SOCOM: Fireteam Bravo 3 |
v1.10.3 |
2022-08-25 |
Render to texture using CLUT with different strides 256 != 128 |
SOCOM: Fireteam Bravo 3 |
v1.13.1-447-g192133878 |
2022-08-23 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 8888):
[COLOR seq:51 C:040cc000/128 Z:04088000/128 X:0 Y:128 reint: false] [COLOR seq:50 C:040dc000/128 Z:04088000/128 X:0 Y:0 reint: false] |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2022-08-12 |
80630006=sceAtracSetHalfwayBuffer(2, 08debda0, 00008000, 00020000): invalid RIFF header |
SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2022-08-07 |
Unknown syscall in known module 'sceNpAuth': 0xcd86a656
--N30
Content-Disposition: form-data; name="verify"
Content-Length: 99
Content-Transfer-Encoding: binary
Unknown syscall in known module '%s': 0x%08xUnknown syscall in known module 'sceNpAuth': 0xcd86a656 |
SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2022-08-07 |
sceDmacMemcpy(dest=04112760, src=086950b0, size=16384): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.14.4 |
2023-04-05 |
Unknown GetPointer 2c850014 PC 2c850014 LR 08a77a50 |
SOCOM: Fireteam Bravo 3 |
v1.13.1 |
2022-10-18 |
sceDmacMemcpy(dest=08e28300, src=08e36300, size=8768): overlapping read |
SOCOM: Fireteam Bravo 3 |
v1.12.3 |
2022-08-02 |
sceDmacMemcpy(dest=0876c0b0, src=09a31370, size=8288): overlapping read |