Recent logs - Resistance: Retribution™

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
Resistance: Retribution™ v1.14.4 2023-01-29 Unknown GetPointerWrite 26394ce8 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-01-28 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 r4p0-00rel0 [Revision 96995]. 03710551:41c00b31 HWX T N LM Tex Bones:8 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 WScale 1 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)) // 03710551:41c00b31 HWX T N LM Tex Bones:8 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 WScale 1 Cull attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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_l
Resistance: Retribution™ v1.14.4 2023-01-28 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 r4p0-00rel0 [Revision 96995]. 03f15551:41c00b31 HWX T N LM Tex Bones:8 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 WScale 1 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)) // 03f15551:41c00b31 HWX T N LM Tex Bones:8 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 WScale 1 Cull attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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_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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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;
Resistance: Retribution™ v1.14.4 2023-01-28 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 r4p0-00rel0 [Revision 96995]. 03f15551:40c00b39 HWX C T N LM Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 WScale 1 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)) // 03f15551:40c00b39 HWX C T N LM Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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_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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 = 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 * lightS
Resistance: Retribution™ v1.14.4 2023-01-26 Unexpected mpeg first timestamp: 1000006490 / 68719502480
Resistance: Retribution™ v1.14.4 2023-01-23 Unknown GetPointerWrite 26184078 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-01-23 sceDmacMemcpy(dest=04088000, src=09c73490, size=557056): overlapping read
Resistance: Retribution™ v1.14.4 2023-01-19 NpSignin Init Params: 00000000, 00000000, 00000000, 00000000
Resistance: Retribution™ v1.6.3 2023-01-17 Unknown GE command : ededede1
Resistance: Retribution™ v1.14.4 2023-01-17 Unknown GetPointerWrite 25ffa938 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.13.2 2023-01-16 Unknown GetPointerWrite 261705b8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-01-16 Vertices without position found: (05200011) P: ? C: 565 T: u8 (size: 8)
Resistance: Retribution™ v1.14.4 2023-01-16 Unknown GE command : 110ff21e
Resistance: Retribution™ v1.14.4 2023-01-16 WriteToHardware: Invalid address 00000010 near PC 08b1ef80 LR 08b1ef90
Resistance: Retribution™ v1.10.3 2023-01-14 Render to texture with different strides 512 != 208
Resistance: Retribution™ v1.14.4 2023-01-13 Unknown GetPointer ffffffff PC ffffffff LR 089468b8
Resistance: Retribution™ v1.14.4 2023-01-13 ReadFromHardware: Invalid address 000709eb near PC 08a6acd4 LR 08a6acd4
Resistance: Retribution™ v1.12.3 2023-01-12 WriteToHardware: Invalid address 0000007a near PC 08a8fd74 LR 08a8fd74
Resistance: Retribution™ v1.12.3 2023-01-12 WriteToHardware: Invalid address 000000a2 near PC 08a89bd0 LR 08a89a64
Resistance: Retribution™ v1.12.3 2023-01-12 ReadFromHardware: Invalid address 000000aa near PC 08a899fc LR 08a5c398
Resistance: Retribution™ v1.12.3 2023-01-12 ReadFromHardware: Invalid address 00000018 near PC 088bffe4 LR 08bf101c
Resistance: Retribution™ v1.14.2 2023-01-08 Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(0,0)
Resistance: Retribution™ v1.14.4 2023-01-08 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]. 01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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)) // 01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 +
Resistance: Retribution™ v1.10.2 2023-01-07 Unknown GetPointer 0cffcce8 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.14.3-10-gb4571648d 2023-01-05 Unknown GetPointerWrite 13081c68 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.14.1 2023-01-05 Unknown GetPointerWrite 0b971eb8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.14.1 2023-01-05 Attempting to texture from current render target (src=040dc000 / target=040dc000 / flags=7), making a copy
Resistance: Retribution™ v1.14.1 2023-01-05 Unknown GE command : fc7c594a
Resistance: Retribution™ v1.13.2 2023-01-05 Unknown GetPointerWrite 192005a8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.14.1 2023-01-05 Attempting to texture from current render target (src=040d4000 / target=040d4000 / flags=7), making a copy
Resistance: Retribution™ v1.14.1 2023-01-04 UI scissor out of bounds in GameSettingsScreen: 122,0-477,284 / 604,272
Resistance: Retribution™ v1.14.1 2023-01-04 Using texture with dynamic CLUT: texfmt=4, clutfmt=3
Resistance: Retribution™ v1.14.1 2023-01-04 Unknown GetPointerWrite 25171eb8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.14.2 2023-01-02 ReadFromHardware: Invalid address 2bc0293c near PC 08ca1a4c LR 08ca2aac
Resistance: Retribution™ v1.14.2 2023-01-02 Unknown GetPointerWrite ebc02938 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.14.2 2023-01-02 ReadFromHardware: Invalid address 2bc0293c near PC 08be51dc LR 08ca2aac
Resistance: Retribution™ v1.14.1 2022-12-30 Unknown GetPointerWrite 263f2938 PC 08be51dc LR 08cd6754
Resistance: Retribution™ v1.14.1 2022-12-29 Unknown GetPointerWrite 276142a8 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.11.3 2022-12-28 Unexpected mpeg first timestamp: 1000009465 / 68719514725
Resistance: Retribution™ v1.11.3 2022-12-28 Unknown GE command : 3501040a
Resistance: Retribution™ v1.11.3 2022-12-28 Unknown GE command : 0d030727
Resistance: Retribution™ v1.11.3 2022-12-28 Unknown GE command : 4e0b1934
Resistance: Retribution™ v1.11.3 2022-12-28 Vertices without position found: (03a0003e) P: s8 N: s8 C: 8888 T: u16 (through) (size: 16)
Resistance: Retribution™ v1.11.3 2022-12-28 Unknown GE command : 34060001
Resistance: Retribution™ v1.11.3 2022-12-28 Unknown GE command : 290b1833
Resistance: Retribution™ v1.11.3 2022-12-28 ReadFromHardware: Invalid address 00000000 near PC 08d09ea0 LR 08b525d0
Resistance: Retribution™ v1.11.3 2022-12-28 ReadFromHardware: Invalid address 8312524c near PC 08b525c4 LR 08b5258c
Resistance: Retribution™ v1.14.1 2023-01-05 Unknown GE command : 592b5474
Resistance: Retribution™ v1.11.3 2022-12-28 Unknown GE command : d13d3d3d
Resistance: Retribution™ v1.11.3 2022-12-28 ReadFromHardware: Invalid address 42ef000c near PC 08c9e5c4 LR 08c98a88
Resistance: Retribution™ v1.11.3 2022-12-28 ReadFromHardware: Invalid address 42ef007c near PC 08c9e5b8 LR 08c98a88
Resistance: Retribution™ v1.11.3 2022-12-27 ReadFromHardware: Invalid address 00000000 near PC 08af30d0 LR 08af3064
Resistance: Retribution™ v1.11.3 2022-12-28 ReadFromHardware: Invalid address 0000000c near PC 08af3000 LR 08af2f98
Resistance: Retribution™ v1.11.3 2022-12-27 ReadFromHardware: Invalid address 3e58fb48 near PC 08af2ff8 LR 08af2f98
Resistance: Retribution™ v1.11.3 2022-12-27 Unknown GE command : 4f1e2a37
Resistance: Retribution™ v1.11.3 2022-12-27 Unknown GE command : 0d000041
Resistance: Retribution™ v1.11.3 2022-12-27 Could not setup streams, unexpected stream count: 48686
Resistance: Retribution™ v1.11.3 2022-12-27 Unexpected mpeg first timestamp: 100000f4eb / 68719539435
Resistance: Retribution™ v1.11.3 2022-12-27 Unknown GE command : 03070185
Resistance: Retribution™ v1.11.3 2022-12-27 Unknown GE command : 39445e6d
Resistance: Retribution™ v1.11.3 2022-12-27 Jump to invalid address: 0229eec0
Resistance: Retribution™ v1.11.3 2022-12-27 Unknown GE command : 35202020
Resistance: Retribution™ v1.11.3 2022-12-27 Unknown GE command : 034e88ca
Resistance: Retribution™ v1.10.3 2022-12-24 Unknown GE command : 52206568
Resistance: Retribution™ v1.10.3 2022-12-24 Unknown GE command : 0d0f4580
Resistance: Retribution™ v1.14.1 2022-12-22 __KernelStopThread: thread 480 does not exist (helper deleted)
Resistance: Retribution™ v1.14.1 2022-12-22 __KernelStopThread: thread 436 does not exist (ApctlThread deleted)
Resistance: Retribution™ v1.14.1 2022-12-22 __KernelStopThread: thread 424 does not exist (ApctlThread deleted)
Resistance: Retribution™ v1.13.2 2022-12-22 Unknown GE command : fd77bfd6
Resistance: Retribution™ v1.13.2 2022-12-22 Unknown GetPointerWrite 26157428 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.14-56-g9f552b900 2022-12-21 Unknown GE command : 03ef500c
Resistance: Retribution™ v1.12.3 2022-12-18 Unknown GetPointer 26b8f648 PC 08c3899c LR 08cd6754
Resistance: Retribution™ v1.13.2 2022-12-15 ReadFromHardware: Invalid address 0012003d near PC 08a6acd4 LR 08a6acd4
Resistance: Retribution™ v1.13.2 2022-12-13 Unknown GetPointerWrite 0d1d82b8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.13.2 2022-12-13 Branch in Jump delay slot at 08f312c4 in block starting at 08f31298
Resistance: Retribution™ v1.13.2 2022-12-13 Jump to invalid address: 03cc4e10
Resistance: Retribution™ v1.13.2 2022-12-13 Branch in Jump delay slot at 08f312c0 in block starting at 08f31298
Resistance: Retribution™ v1.13.2 2022-12-13 Jump to invalid address: 03cc4dc0
Resistance: Retribution™ v1.13.2 2022-12-13 Jump to invalid address: 03cb4380
Resistance: Retribution™ v1.13.2 2022-12-11 Unknown GetPointerWrite 273f6118 PC 08c6d5f4 LR 08cd6754
Resistance: Retribution™ v1.9.4 2022-12-03 Vertices without position found: (02000000) P: s8 (size: 3)
Resistance: Retribution™ v1.9.4 2022-12-03 Unknown GE command : 03012853
Resistance: Retribution™ v1.13.2 2022-12-02 Unknown GetPointerWrite 26569eb8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.13.2 2022-11-29 Unexpected mpeg first timestamp: 1000000445 / 68719477829
Resistance: Retribution™ v1.13.2 2022-11-28 ReadFromHardware: Invalid address 000002b0 near PC 08ca19b8 LR 08ca2750
Resistance: Retribution™ v1.13.2 2022-11-28 WriteToHardware: Invalid address 00000010 near PC 08c7d2f8 LR 08c7d278
Resistance: Retribution™ v1.10.3 2022-11-28 Unknown GE command : 11123050
Resistance: Retribution™ v1.13.2 2022-11-26 Unknown GetPointerWrite 12b1db68 PC 08ca1a84 LR 08cd6754
Resistance: Retribution™ v1.13.2 2022-11-26 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
Resistance: Retribution™ v1.13.2 2022-11-26 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
Resistance: Retribution™ v1.13.2 2022-11-24 Unknown GE command : 34840001
Resistance: Retribution™ v1.13.2 2022-11-23 Unknown GE command : 2902050c
Resistance: Retribution™ v1.13.2 2022-11-23 Unknown GetPointerWrite 26176908 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.13.2 2022-11-21 Could not setup streams, unexpected stream count: 45305
Resistance: Retribution™ v1.13.2 2022-11-20 Unexpected mpeg first timestamp: 100000d44d / 68719531085
Resistance: Retribution™ v1.13.2 2022-11-18 Unknown GetPointerWrite 261704e8 PC 08c926e0 LR 08cd6754
Resistance: Retribution™ v1.13.2 2022-11-12 Unknown GetPointerWrite 26394ce8 PC 08b52814 LR 08cd6754
Resistance: Retribution™ v1.13.2 2022-11-12 ReadFromHardware: Invalid address 000002b0 near PC 08ca2a50 LR 08bf84e4
Resistance: Retribution™ v1.13.2 2022-11-12 Unknown GetPointerWrite 2516f798 PC 08c93f5c LR 08cd6754
Resistance: Retribution™ v1.13.2 2022-11-10 Unexpected mpeg first timestamp: 100000748c / 68719506572