Recent logs - Daxter

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
Daxter v1.16.6 2023-12-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9aee0, 4, 00000000, 0)
Daxter v1.16.6 2023-12-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e769b0, 4, 00000000, 0)
Daxter v1.16.6 2023-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ebce20, 4, 00000000, 0)
Daxter v1.16.6 2023-11-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea0690, 4, 00000000, 0)
Daxter v1.16.6 2023-11-13 __KernelStopThread: thread 313 does not exist (helper deleted)
Daxter v1.16.6 2023-11-13 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
Daxter v1.16.6 2023-11-13 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
Daxter v1.15.3 2023-11-11 Unexpected mpeg first timestamp: 738f00848ab / 7941126637739
Daxter v1.16.6 2023-11-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb7ab0, 4, 00000000, 0)
Daxter v1.16.4 2023-11-01 Unexpected mpeg first timestamp: 961f30848ab / 10316293884075
Daxter v1.15.4 2023-10-26 Unexpected mpeg first timestamp: 619eb0848ab / 6708387137707
Daxter v1.16.6 2023-10-23 Can't draw: No current render step. Step count: 0
Daxter v1.12.3 2023-10-23 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
Daxter v1.16.6 2023-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c090, 4, 00000000, 0)
Daxter v1.12.3 2023-10-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb43a0, 4, 00000000, 0)
Daxter v1.12.2 2023-10-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eaaea0, 4, 00000000, 0)
Daxter v1.16.6 2023-10-15 __KernelStopThread: thread 323 does not exist (helper deleted)
Daxter v1.16.5 2023-10-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da60b0, 4, 00000000, 0)
Daxter v1.16.5 2023-10-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da7bc0, 4, 00000000, 0)
Daxter v1.11.3 2023-10-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da9fc0, 4, 00000000, 0)
Daxter v1.16.3 2023-10-01 sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2
Daxter v1.12.2 2023-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08d9fa70, 4, 00000000, 0)
Daxter v1.14.4 2023-09-25 Unexpected mpeg first timestamp: c71000948ab / 13679471446187
Daxter v1.16.1 2023-09-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9cf10, 4, 00000000, 0)
Daxter v1.14.2 2023-09-20 Unexpected mpeg first timestamp: 371150948ab / 3784219117739
Daxter v1.16.1 2023-09-20 Unexpected mpeg first timestamp: 5deed0848ab / 6455017621675
Daxter v1.16.1 2023-09-20 Unexpected mpeg first timestamp: e24170948ab / 15548168095915
Daxter v1.16.1 2023-09-18 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 r7p0-00rel0 [Revision 96995]. 01730444:00010120 HWX TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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)) // 01730444:00010120 HWX TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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(0.0, 0.0, 1.0, 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Daxter v1.16.1 2023-09-18 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 r7p0-00rel0 [Revision 96995]. 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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)) // 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position =
Daxter v1.13.1 2023-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e880, 4, 00000000, 0)
Daxter v1.15.4 2023-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec8f80, 4, 00000000, 0)
Daxter v1.14.4 2023-09-13 Unexpected mpeg first timestamp: 5f5fa0848ab / 6554019973291
Daxter v1.14.4 2023-09-13 Unexpected mpeg first timestamp: a60160948ab / 11407802845355
Daxter v1.14.4 2023-09-13 Unexpected mpeg first timestamp: fd4f40848ab / 17407301666987
Daxter v1.15.4 2023-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb7750, 4, 00000000, 0)
Daxter v1.15.4 2023-09-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eaee30, 4, 00000000, 0)
Daxter v1.15.4 2023-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e91130, 4, 00000000, 0)
Daxter v1.15.4 2023-09-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb6680, 4, 00000000, 0)
Daxter v1.5.4 2023-09-03 Unexpected mpeg first timestamp: d1d160948ab / 14418574919851
Daxter v1.15.3 2023-09-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9cda0, 4, 00000000, 0)
Daxter v1.16.2 2023-09-23 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 r7p0-00rel1 [Revision 96995]. 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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)) // 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position =
Daxter v1.15.4 2023-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da2d30, 4, 00000000, 0)
Daxter v1.9.4 2023-08-22 Unexpected mpeg first timestamp: fc4ea0848ab / 17338414418091
Daxter v1.9.4 2023-08-22 Unexpected mpeg first timestamp: 2bdf80848ab / 3014933366955
Daxter v1.15.4 2023-08-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea9c60, 4, 00000000, 0)
Daxter v1.11.3 2023-08-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9d340, 4, 00000000, 0)
Daxter v1.14.2 2023-08-18 UI scissor out of bounds in GameSettingsScreen: 317,0-1190,720 / 1430,720
Daxter v1.15.4 2023-08-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e360, 4, 00000000, 0)
Daxter v1.15.4 2023-08-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e76680, 4, 00000000, 0)
Daxter v1.9.4 2023-08-07 Unexpected mpeg first timestamp: 6f5ed0848ab / 7653313497259
Daxter v1.15.4 2023-08-06 Unexpected mpeg first timestamp: 29cef0848ab / 2873048451243
Daxter v1.15.4 2023-08-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec81e0, 4, 00000000, 0)
Daxter v1.15.4 2023-08-06 Unexpected mpeg first timestamp: 625fa0848ab / 6760178403499
Daxter v1.15.4 2023-08-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da2c80, 4, 00000000, 0)
Daxter v1.15.4 2023-08-05 __KernelStopThread: thread 349 does not exist (helper deleted)
Daxter v1.15.4 2023-08-05 Unexpected mpeg first timestamp: ac6170948ab / 11845906286763
Daxter v1.15.4 2023-08-05 Unexpected mpeg first timestamp: f0eee0848ab / 16556797479083
Daxter v1.15.4-717-g56c2974e5 2023-07-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0)
Daxter v1.15.4 2023-07-24 Jump to invalid address: 064b4c80
Daxter v1.15.4 2023-07-24 Branch in Jump delay slot at 08d787ec in block starting at 08d703e8
Daxter v1.15.4 2023-07-24 Jump to invalid address: 064b4b80
Daxter v1.15.4 2023-07-24 Jump to invalid address: 064b4a80
Daxter v1.15.4 2023-07-24 Branch in Jump delay slot at 08d787e4 in block starting at 08d703e8
Daxter v1.14.4 2023-07-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9d390, 4, 00000000, 0)
Daxter v1.5.4 2023-07-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb0150, 4, 00000000, 0)
Daxter v1.15.4 2023-07-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec8140, 4, 00000000, 0)
Daxter v1.10.2 2023-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb6af0, 4, 00000000, 0)
Daxter v1.5.4 2023-07-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec59e0, 4, 00000000, 0)
Daxter v1.15.4 2023-07-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9a140, 4, 00000000, 0)
Daxter v1.15.4 2023-06-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb8b20, 4, 00000000, 0)
Daxter v1.15.4 2023-06-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb6c60, 4, 00000000, 0)
Daxter v1.15.4 2023-06-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb5980, 4, 00000000, 0)
Daxter v1.12.3 2023-06-19 ReadFromHardware: Invalid address 77fe0880 near PC 77fe0880 LR 08a41394
Daxter v1.15.4 2023-06-19 Unexpected mpeg first timestamp: a31180948ab / 11205972936875
Daxter v1.15.4 2023-06-19 Unexpected mpeg first timestamp: 9af170948ab / 10647610411179
Daxter v1.15.4 2023-06-19 Unexpected mpeg first timestamp: 9bee0848ab / 669713451179
Daxter v1.15.4 2023-06-19 Unexpected mpeg first timestamp: 1ea150948ab / 2104886905003
Daxter v1.15.4 2023-06-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da9450, 4, 00000000, 0)
Daxter v1.15.4 2023-06-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08e264a0, 4, 00000000, 0)
Daxter v1.15.4 2023-06-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e730, 4, 00000000, 0)
Daxter v1.15.4 2023-06-02 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 r9p0-00dev0 [Revision 96995]. 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position
Daxter v1.12.3 2023-05-27 Unexpected mpeg first timestamp: 177eb0848ab / 1614555924651
Daxter v1.12.3 2023-05-27 Unexpected mpeg first timestamp: 8dc150948ab / 9741338757291
Daxter v1.15.4 2023-05-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb8080, 4, 00000000, 0)
Daxter v1.14.4 2023-05-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea0790, 4, 00000000, 0)
Daxter v1.9.4 2023-05-18 Unexpected mpeg first timestamp: c0e160948ab / 13254638782635
Daxter v1.14.2 2023-05-17 Unexpected mpeg first timestamp: 8de150948ab / 9749928691883
Daxter v1.15.3 2023-05-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb6830, 4, 00000000, 0)
Daxter v1.15.3 2023-05-13 Could not setup streams, unexpected stream count: 24195
Daxter v1.15.3 2023-05-13 Unexpected mpeg first timestamp: 30000000000 / 3298534883328
Daxter v1.15.3 2023-05-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eaaf90, 4, 00000000, 0)
Daxter v1.15.3 2023-05-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9d9c0, 4, 00000000, 0)
Daxter v1.13.2 2023-05-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e8f350, 4, 00000000, 0)
Daxter v1.15.3 2023-05-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb6040, 4, 00000000, 0)
Daxter v1.13.2 2023-05-10 Unexpected mpeg first timestamp: a7c180948ab / 11528095484075
Daxter v1.13.2 2023-05-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb1fd0, 4, 00000000, 0)
Daxter v1.13.2 2023-05-10 Unexpected mpeg first timestamp: e78eb0848ab / 15912502053035
Daxter v1.15.2 2023-05-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da03e0, 4, 00000000, 0)
Daxter v1.13.2 2023-05-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ebfcf0, 4, 00000000, 0)
Daxter v1.14.4 2023-05-04 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80260b38 HWX C T N Tex UVEnv Light: LightUberShader 1: c:0 t:0 2: c:0 t:0 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80260b38 HWX C T N Tex UVEnv Light: LightUberShader 1: c:0 t:0 2: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle