Recent logs - SOCOM: U.S. Navy SEALs Fireteam Bravo 3

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SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-12-04 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]. 01f15551:00000b1d HWX C 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; 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightat
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-12-04 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]. 01f35551:00000b1d HWX C 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:3 #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 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*dista
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-12-02 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 r4p0-00rel0 [Revision 96995]. 01f35551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 #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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(l
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-12-02 sceDmacMemcpy(dest=08e33520, src=08e41d20, size=8384): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/0c120e1d, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/68d42328, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/9553cc91, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/5b70fcc1, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/5f457515, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/7c0e7ac3, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/4e624a34, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/971a3a90, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/a83f7113, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/0ba514e5, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/7491c438, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/eaed89cd, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/bd8ae0d8, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/76d3aeba, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/4bc9bde0, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/1e6d9013, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/28240568, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/c7db3a5b, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 Ignoring func export scePsmf/c22c8327, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-22 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-11-10 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a7c6d4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-11-02 sceDmacMemcpy(dest=09d81c60, src=098fec40, size=249760): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-30 WriteToHardware: Invalid address 000001f0 near PC 08b88f0c LR 08b85af8
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4 2020-10-30 sceDmacMemcpy(dest=08e214b0, src=08e2f4b0, size=8208): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-10-22 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]. 01f35155:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 #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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * 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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-17 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768912
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-17 Render to texture with incompatible formats 3 != 0 at 04000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-17 Video out requested, not supported: mode=0 size=0,0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=08806470, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-15 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-12 WriteToHardware: Invalid address 000001f0 near PC 08b79e84 LR 08b79e84
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-12 sceDmacMemcpy(dest=08e214b0, src=08e2f4b0, size=9104): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.2 2020-10-10 ReadFromHardware: Invalid address ef2f2cb0 near PC 08aca9c4 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.2 2020-10-10 ReadFromHardware: Invalid address ef2f2ca0 near PC 08aca9ac LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.2 2020-10-10 WriteToHardware: Invalid address ef2f2ca0 near PC 08aca990 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.2 2020-10-10 WriteToHardware: Invalid address ef2f2cb0 near PC 08aca97c LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-10 sceDmacMemcpy(dest=08e214b0, src=08e2fcb0, size=8688): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-10-01 sceDmacMemcpy(dest=085960c0, src=08f262e0, size=202400): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 Jump to invalid address: 029de3d0 PC 08000010 LR 08000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 BREAK instruction hit
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 Branch in JumpReg delay slot at 08000000 in block starting at 08000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 Jump to invalid address: 024aa2d0 PC 08000000 LR 08000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 ReadFromHardware: Invalid address 2f5d8730 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 ReadFromHardware: Invalid address 2f5d8720 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 WriteToHardware: Invalid address 2f5d8720 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 WriteToHardware: Invalid address 2f5d8730 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 8888)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-810-gef08c0237 2020-10-01 Decoding texture from VRAM mirror at 04200000 swizzle=0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-30 ReadFromHardware: Invalid address 2f91fcb0 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-30 ReadFromHardware: Invalid address 2f91fca0 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-30 WriteToHardware: Invalid address 2f91fca0 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-30 WriteToHardware: Invalid address 2f91fcb0 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-30 ReadFromHardware: Invalid address 000000ff near PC 000000ff LR 08a72a40
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-09-30 ReadFromHardware: Invalid address 2f36a230 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-09-30 ReadFromHardware: Invalid address 2f36a220 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-09-30 WriteToHardware: Invalid address 2f36a230 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-09-30 WriteToHardware: Invalid address 2f36a220 near PC 08af49b0 LR 08af98c4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-09-30 sceDmacMemcpy(dest=040feab0, src=08626cd0, size=16384): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3-1123-g28da9958e 2020-11-28 WriteToHardware: Invalid address 000001f0 near PC 08b7a070 LR 08b7a070
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-09-22 sceDmacMemcpy(dest=08e3f530, src=08e4ef30, size=8256): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-19 Ignoring func export sceMp3/3cef484f, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-18 Unknown GetPointer 00000000 PC 08aecc34 LR 08aecc34
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-15 sceDmacMemcpy(dest=08745530, src=0988b820, size=8960): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-16 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]. 01f35551:00000b1d HWX C 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:3 #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 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*dis
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-12 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]. 01f35551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 #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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-12 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]. 01f15551:00000b1d HWX C 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; 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_light
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316544
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228644, firstSym=082284c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228654, firstSym=082284e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228658, firstSym=082284e8, varData=00000000, extra=00000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Crazy varData address 01011006, skipping rest of module
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c