Recent logs - Resistance: Retribution™

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Game title Version Latest Report Message
Resistance: Retribution™ v1.7.5 2019-02-23 Unknown GetPointer 131f0c58 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.7.5 2019-02-20 Bad bounding box data: 0a1e2a
Resistance: Retribution™ v1.7.5 2019-02-20 Unknown GE command : 03101010
Resistance: Retribution™ v1.7.5 2019-02-16 Unknown GE command : 3431475c
Resistance: Retribution™ v1.7.5 2019-02-16 Unusual bezier/spline vtype: 1280feac, morph: 0, bones: 4
Resistance: Retribution™ v1.6.3 2019-02-11 Unexpected mpeg first timestamp: c1211090100 / 13271734747392
Resistance: Retribution™ v1.7.5 2019-02-10 Jump to invalid address: 07da9560
Resistance: Retribution™ v1.7.5 2019-02-10 Unknown GetPointer ec1913a8 PC 08c6d5f4 LR 08cd6754
Resistance: Retribution™ v1.7.5 2019-02-10 Unknown GetPointer f21913a8 PC 08c6d5f4 LR 08cd6754
Resistance: Retribution™ v1.7.5 2019-02-10 Unknown GE command : 52273341
Resistance: Retribution™ v1.7.5 2019-02-06 Bad bounding box data: 090707
Resistance: Retribution™ v1.7.5 2019-02-06 Unknown GE command : 0d093b72
Resistance: Retribution™ v1.7.5 2019-02-06 BJUMP to illegal address 00ffddd8 - ignoring! data=ffdddb
Resistance: Retribution™ v1.5.4 2019-01-31 Bad bounding box data: 042c58
Resistance: Retribution™ v1.5.4 2019-01-31 Unknown GE command : 0df54fff
Resistance: Retribution™ v1.6 2019-01-30 Unknown GetPointer 20171ec8 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.6 2019-01-30 ReadFromHardware: Invalid address 20171ec8 near PC 08ca31e0 LR 08ca1a84
Resistance: Retribution™ v1.6 2019-01-30 Unknown GE command : 3916d134
Resistance: Retribution™ v1.6 2019-01-29 Bad vertex address 0a081e78!
Resistance: Retribution™ v1.7.5 2019-01-28 VTYPE with morph used: THRU=1 TC=3 COL=7 POS=1 NRM=1 WT=1 NW=5 IDX=0 MC=4
Resistance: Retribution™ v1.7.5 2019-01-28 Unknown GE command : 390f0c00
Resistance: Retribution™ v1.6.3 2019-01-28 Bad bounding box data: 064285
Resistance: Retribution™ v1.6.3 2019-01-28 Unknown GE command : 110b315c
Resistance: Retribution™ v1.7.4 2019-01-28 ReadFromHardware: Invalid address 2bffa93c near PC 08be51dc LR 08ca2aac
Resistance: Retribution™ v1.7.4 2019-01-28 Unknown GetPointer ebffa938 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.7.5 2019-01-27 Unknown GetPointer 26171eb8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.7.5 2019-01-27 ReadFromHardware: Invalid address 00093cd6 near PC 08a6acd4 LR 08a6acd4
Resistance: Retribution™ v1.7.4 2019-01-27 Bad vertex address 0a05f107!
Resistance: Retribution™ v1.7.5 2019-01-26 CALL to illegal address 00fffffc - ignoring! data=ffffff
Resistance: Retribution™ v1.7.5 2019-01-27 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f15555:00020b1d HWX C T N LM Fog Tex UVEnv Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp 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_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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0,
Resistance: Retribution™ v1.7.5 2019-01-26 ReadFromHardware: Invalid address 0000ce5e near PC 08a6acd4 LR 08a6acd4
Resistance: Retribution™ v1.7.5 2019-01-26 WriteToHardware: Invalid address 3f800028 near PC 08c7d3ac LR 08c7d278
Resistance: Retribution™ v1.7.5 2019-01-26 Bad bounding box data: 2b3cfd
Resistance: Retribution™ v1.7.5 2019-01-26 Unknown GE command : 03013773
Resistance: Retribution™ v1.7.5 2019-01-25 Unknown GE command : 4e4e4f42
Resistance: Retribution™ v1.7.5 2019-01-23 BJUMP to illegal address 02c21954 - ignoring! data=c1bd3c
Resistance: Retribution™ v1.7.5 2019-01-23 Unknown GE command : 52434343
Resistance: Retribution™ v1.7.1 2019-01-19 Unknown GE command : 031822fd
Resistance: Retribution™ v1.7.5 2019-01-18 Unknown GE command : 59fc20cf
Resistance: Retribution™ v1.7.5 2019-01-17 Bad bounding box data: 002339
Resistance: Retribution™ v1.7.5 2019-01-18 Unknown GE command : 5a1c252f
Resistance: Retribution™ v1.7.5 2019-01-16 Unknown GE command : effffffd
Resistance: Retribution™ v1.7.5 2019-01-16 BJUMP to illegal address 00fffe40 - ignoring! data=f84343
Resistance: Retribution™ v1.7.5 2019-01-15 Bad vertex address 0a0477f7!
Resistance: Retribution™ v1.7.5 2019-01-13 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 r4p1-01rel0 [Revision 96995]. 01f15551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 precision highp float; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp 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_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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffu
Resistance: Retribution™ v1.7.5 2019-01-13 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f15591:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:1 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp 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_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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef1.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
Resistance: Retribution™ v1.7.5 2019-01-13 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 r4p1-01rel0 [Revision 96995]. 01f15591:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp 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_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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef1.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
Resistance: Retribution™ v1.7.4 2019-01-11 ReadFromHardware: Invalid address 22f4179c near PC 08b525a4 LR 08b5258c
Resistance: Retribution™ v1.7.4 2019-01-11 ReadFromHardware: Invalid address 00000023 near PC 08c72198 LR 08c721a8
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (0320002a) P: s8 N: s8 C: ? T: u16 (size: 6)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03800004) P: s8 C: ? (through) (size: 3)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03a00046) P: s8 N: s16 C: ? T: u16 (through) (size: 10)
Resistance: Retribution™ v1.7.5 2019-01-09 Decoding texture from VRAM mirror at 04400000 swizzle=0
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03200003) P: s8 T: f (size: 12)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (0380000b) P: s8 C: ? T: f (through) (size: 4)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03000018) P: s8 C: 4444 (size: 6)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (0340000a) P: s8 C: ? T: u16 (size: 4)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03800008) P: s8 C: ? (through) (size: 3)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03400032) P: s8 N: s8 C: 565 T: u16 (size: 12)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03000015) P: s8 C: 5551 T: u8 (size: 8)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03200007) P: s8 C: ? T: f (size: 4)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03200041) P: s8 N: s16 T: u8 (size: 12)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03000013) P: s8 C: 565 T: f (size: 16)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03000003) P: s8 T: f (size: 12)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (0360002b) P: s8 N: s8 C: ? T: f (size: 8)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (0320002b) P: s8 N: s8 C: ? T: f (size: 8)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (0340001f) P: s8 C: 8888 T: f (size: 16)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (0300000a) P: s8 C: ? T: u16 (size: 4)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03c00022) P: s8 N: s8 T: u16 (through) (size: 10)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (03c00045) P: s8 N: s16 C: ? T: u8 (through) (size: 10)
Resistance: Retribution™ v1.7.5 2019-01-09 Vertices without position found: (0320000c) P: s8 C: ? (size: 3)
Resistance: Retribution™ v1.7.5 2019-01-09 Unknown GE command : fbb20130
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74a10 PC 08edd28c LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b740d0 PC 08edd03c LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74290 PC 08edd0b0 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74150 PC 08edd060 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74a50 PC 08edd2a0 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74750 PC 08edd1dc LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74990 PC 08edd270 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74250 PC 08edd09c LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74a90 PC 08edd2b0 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74950 PC 08edd260 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b749d0 PC 08edd27c LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74a90 PC 08edd2ac LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 033a1470 PC 08edce10 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74210 PC 08edd090 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74390 PC 08edd0f0 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74190 PC 08edd06c LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b740d0 PC 08edd040 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74ad0 PC 08edd2bc LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b74a10 PC 08edd290 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b741d0 PC 08edd07c LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 033a0a20 PC 08edcdf8 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b749d0 PC 08edd280 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 033a0f70 PC 08edce08 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 033a0d10 PC 08edce00 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 03b264a0 PC 08edd030 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 WriteToHardware: Invalid address 2c1913b8 near PC 08c6d5f4 LR 08cd6754
Resistance: Retribution™ v1.7.4 2019-01-08 Jump to invalid address: 033a16d0 PC 08edce18 LR 08d21d98
Resistance: Retribution™ v1.7.4 2019-01-08 ReadFromHardware: Invalid address 2c1913bc near PC 08c6d5f4 LR 08ca2aac