Recent logs - White Knight Chronicles™: Origins

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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)