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Game title |
Version |
Latest Report |
Message |
White Knight Chronicles™: Origins |
v1.17 |
2025-06-28 |
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].
01730551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3
#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))
// 01730551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3
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 |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-05-07 |
00000000=sceUtilityScreenshotInitStart(09c9aa2c) |
White Knight Chronicles™: Origins |
v1.17.3 |
2025-04-09 |
00000000=sceUtilityScreenshotInitStart(09c9215c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-03-29 |
00000000=sceUtilityScreenshotInitStart(09c9aa1c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-03-28 |
00000000=sceUtilityScreenshotInitStart(09c92ffc) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-03-28 |
00000000=sceUtilityScreenshotInitStart(09c9ac5c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2025-03-23 |
00000000=sceUtilityScreenshotInitStart(09c930dc) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-03-20 |
ReadFromHardware: Invalid address 0000000c near PC 08ae9678 LR 08ae9678 |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-03-20 |
WriteToHardware: Invalid address 000002b0 near PC 08ae9678 LR 08ae9678 |
White Knight Chronicles™: Origins |
v1.10.3 |
2025-03-17 |
00000000=sceUtilityScreenshotInitStart(09c9b87c) |
White Knight Chronicles™: Origins |
v1.10.3 |
2025-03-16 |
00000000=sceUtilityScreenshotInitStart(09c9b69c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-02-14 |
00000000=sceUtilityScreenshotInitStart(09c9b79c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-02-12 |
00000000=sceUtilityScreenshotInitStart(09c9b77c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-02-12 |
00000000=sceUtilityScreenshotInitStart(09c93f0c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-02-10 |
ReadFromHardware: Invalid address 14ffffff near PC 14ffffff LR 0880e4d0 |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-02-10 |
ReadFromHardware: Invalid address ff252525 near PC ff252525 LR 0880e4d0 |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-01-13 |
00000000=sceUtilityScreenshotInitStart(09c921dc) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-01-02 |
00000000=sceUtilityScreenshotInitStart(09c9aafc) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-01-02 |
00000000=sceUtilityScreenshotInitStart(09c9303c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2024-12-20 |
00000000=sceUtilityScreenshotInitStart(09c92f0c) |
White Knight Chronicles™: Origins |
v1.16.5 |
2024-12-15 |
00000000=sceUtilityScreenshotInitStart(09c93e1c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-10-30 |
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 r9p0-01rel0 [Revision 96995].
01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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_ |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-10-22 |
00000000=sceUtilityScreenshotInitStart(09c9b8fc) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-10-22 |
00000000=sceUtilityScreenshotInitStart(09c93cec) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-10-21 |
00000000=sceUtilityScreenshotInitStart(09c9b94c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-10-21 |
00000000=sceUtilityScreenshotInitStart(09c93e2c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-10-03 |
00000000=sceUtilityScreenshotInitStart(09c93f5c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2025-02-16 |
00000000=sceUtilityScreenshotInitStart(09c9b7ec) |
White Knight Chronicles™: Origins |
v1.18.1 |
2024-12-26 |
00000000=sceUtilityScreenshotInitStart(09c93e8c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-23 |
00000000=sceUtilityScreenshotInitStart(09c9b90c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-06-09 |
00000000=sceUtilityScreenshotInitStart(09c93e3c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-23 |
00000000=sceUtilityScreenshotInitStart(09c93d2c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-20 |
Jump to invalid address: 46f032d0 |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-20 |
Branch in Jump delay slot at 49ae10b4 in block starting at 49ad2718 |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-20 |
Jump to invalid address: 46ba43d0 |
White Knight Chronicles™: Origins |
v1.10.3 |
2024-08-17 |
00000000=sceUtilityScreenshotInitStart(09c9401c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-17 |
00000000=sceUtilityScreenshotInitStart(09c93f9c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-16 |
00000000=sceUtilityScreenshotInitStart(09c99aec) |
White Knight Chronicles™: Origins |
v1.17.3 |
2024-08-13 |
00000000=sceUtilityScreenshotInitStart(09c9994c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-08 |
Can't draw: No current render step. Step count: 0 |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-07-10 |
00000000=sceUtilityScreenshotInitStart(09c93eac) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-04-15 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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 |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-23 |
00000000=sceUtilityScreenshotInitStart(09c940bc) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-08-23 |
00000000=sceUtilityScreenshotInitStart(09c93e5c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-09-14 |
00000000=sceUtilityScreenshotInitStart(09c921ac) |
White Knight Chronicles™: Origins |
v1.17.1-65-g14b78e58a |
2024-03-26 |
00000000=sceUtilityScreenshotInitStart(09c9220c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-03-10 |
00000000=sceUtilityScreenshotInitStart(09c9401c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-03-10 |
00000000=sceUtilityScreenshotInitStart(09c9b78c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-03-30 |
00000000=sceUtilityScreenshotInitStart(09c99cdc) |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-12-24 |
00000000=sceUtilityScreenshotInitStart(09c922bc) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-09-13 |
00000000=sceUtilityScreenshotInitStart(09c9210c) |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-12-24 |
00000000=sceUtilityScreenshotInitStart(09c99b6c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-03-27 |
00000000=sceUtilityScreenshotInitStart(09c9218c) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-12-19 |
00000000=sceUtilityScreenshotInitStart(09c9226c) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-12-07 |
00000000=sceUtilityScreenshotInitStart(09c9229c) |
White Knight Chronicles™: Origins |
v1.18 |
2024-12-28 |
00000000=sceUtilityScreenshotInitStart(09c99a2c) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-11-27 |
00000000=sceUtilityScreenshotInitStart(09c99b1c) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-11-26 |
00000000=sceUtilityScreenshotInitStart(09c91ecc) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-03-24 |
00000000=sceUtilityScreenshotInitStart(09c99d7c) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-11-27 |
00000000=sceUtilityScreenshotInitStart(09c9208c) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-12-24 |
00000000=sceUtilityScreenshotInitStart(09c920bc) |
White Knight Chronicles™: Origins |
v1.16.6 |
2024-12-27 |
Texture cache ran out of GPU memory; switching to low memory mode |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-10-16 |
00000000=sceUtilityScreenshotInitStart(09c9203c) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-10-15 |
00000000=sceUtilityScreenshotInitStart(09c99a4c) |
White Knight Chronicles™: Origins |
v1.17.3 |
2025-04-10 |
00000000=sceUtilityScreenshotInitStart(09c9205c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-05-16 |
00000000=sceUtilityScreenshotInitStart(09c99a7c) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-12-21 |
00000000=sceUtilityScreenshotInitStart(09c9206c) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-10-14 |
00000000=sceUtilityScreenshotInitStart(09c99a3c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-04-02 |
00000000=sceUtilityScreenshotInitStart(09c91f7c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-05-30 |
00000000=sceUtilityScreenshotInitStart(09c99adc) |
White Knight Chronicles™: Origins |
v1.16.6 |
2023-10-14 |
00000000=sceUtilityScreenshotInitStart(09c999ec) |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-10-02 |
00000000=sceUtilityScreenshotInitStart(09c9b86c) |
White Knight Chronicles™: Origins |
v1.16.1 |
2023-09-30 |
00000000=sceUtilityScreenshotInitStart(09c9ae8c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-06-27 |
00000000=sceUtilityScreenshotInitStart(09c99c4c) |
White Knight Chronicles™: Origins |
v1.14.1 |
2023-09-26 |
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 r4p1-01rel0 [Revision 96995].
01730551:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730551:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3
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) {
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 * 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) {
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 * 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) {
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_lightspe |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-05-14 |
00000000=sceUtilityScreenshotInitStart(09c9bb1c) |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-08-15 |
WriteToHardware: Invalid address 000002b0 near PC 08b0e5e8 LR 08b0e65c |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-08-13 |
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].
01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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_l |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-08-08 |
00000000=sceUtilityScreenshotInitStart(09c9b59c) |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-08-08 |
00000000=sceUtilityScreenshotInitStart(09c93f3c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-01-05 |
00000000=sceUtilityScreenshotInitStart(09c920ac) |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-06-20 |
00000000=sceUtilityScreenshotInitStart(09c9b95c) |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-06-06 |
80630006=sceAtracSetData(2, 09742500, 0001ffc0): invalid RIFF header |
White Knight Chronicles™: Origins |
v1.16 |
2023-09-30 |
00000000=sceUtilityScreenshotInitStart(09c9b7ac) |
White Knight Chronicles™: Origins |
v1.16.6 |
2024-09-13 |
00000000=sceUtilityScreenshotInitStart(09c9219c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-10-22 |
00000000=sceUtilityScreenshotInitStart(09c9230c) |
White Knight Chronicles™: Origins |
v1.14.4 |
2023-04-14 |
00000000=sceUtilityScreenshotInitStart(09c9988c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-09-13 |
00000000=sceUtilityScreenshotInitStart(09c921ec) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-03-27 |
00000000=sceUtilityScreenshotInitStart(09c920dc) |
White Knight Chronicles™: Origins |
v1.14.4 |
2023-04-14 |
00000000=sceUtilityScreenshotInitStart(09c999dc) |
White Knight Chronicles™: Origins |
v1.15.4 |
2023-09-09 |
00000000=sceUtilityScreenshotInitStart(09c9997c) |
White Knight Chronicles™: Origins |
v1.14.4 |
2023-03-30 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r5p0-01rel0 [Revision 96995].
01730551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
#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))
// 01730551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform 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) {
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 * 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) {
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 * 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) {
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 += |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-10-12 |
00000000=sceUtilityScreenshotInitStart(09c921bc) |
White Knight Chronicles™: Origins |
v1.14.4 |
2023-03-12 |
00000000=sceUtilityScreenshotInitStart(09c9209c) |
White Knight Chronicles™: Origins |
v1.17.1 |
2024-07-22 |
00000000=sceUtilityScreenshotInitStart(09c99bfc) |
White Knight Chronicles™: Origins |
v1.14.4 |
2023-03-12 |
00000000=sceUtilityScreenshotInitStart(09c9211c) |
White Knight Chronicles™: Origins |
v1.14.4 |
2023-03-10 |
00000000=sceUtilityScreenshotInitStart(09c9b6dc) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-06-27 |
00000000=sceUtilityScreenshotInitStart(09c921fc) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-04-22 |
00000000=sceUtilityScreenshotInitStart(09c9999c) |
White Knight Chronicles™: Origins |
v1.18.1 |
2025-04-10 |
00000000=sceUtilityScreenshotInitStart(09c9b70c) |