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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 |