Recent logs - Prince of Persia - Revelations

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Game title Version Latest Report Message
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(09ad38c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(09604b00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(09125340, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(0954e400, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(09115280, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(0957ae40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(09124a80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(09b1d680, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(097aa6c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(0986ae00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(094ba840, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:173: 'outerProduct' : no matching overloaded function found ERROR: 0:173: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81700400:0000ab18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 Bezier TessT TessN #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (2 + point_pos.x); index_v =
Prince of Persia - Revelations v1.9.4 2020-05-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:169: 'outerProduct' : no matching overloaded function found ERROR: 0:169: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81300000:0000ab18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 Bezier TessT TessN #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = texelFetch(u_tess_points, ivec2(index_u
Prince of Persia - Revelations v1.9.4 2020-05-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:179: 'outerProduct' : no matching overloaded function found ERROR: 0:179: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81f04444:0000ab18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Bezier TessT TessN #version 300 es precision highp float; 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 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_p
Prince of Persia - Revelations v1.9.4 2020-05-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:174: 'outerProduct' : no matching overloaded function found ERROR: 0:174: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81700440:0000ab18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 Bezier TessT TessN #version 300 es precision highp float; 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 vec3 u_lightpos0; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u
Prince of Persia - Revelations v1.9.4 2020-05-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:163: 'outerProduct' : no matching overloaded function found ERROR: 0:163: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81000000:0000ab18 HWX C T N Tex Light: Bezier TessT TessN #version 300 es precision highp float; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[3] = texelFetch(u_tess_points, ivec2(
Prince of Persia - Revelations v1.9.4 2020-05-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:166: 'outerProduct' : no matching overloaded function found ERROR: 0:166: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81100000:0000ab18 HWX C T N Tex Light: 0: c:0 t:0 Bezier TessT TessN #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3
Prince of Persia - Revelations v1.9.4 2020-05-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:178: 'outerProduct' : no matching overloaded function found ERROR: 0:178: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81f04440:0000ab18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Bezier TessT TessN #version 300 es precision highp float; 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 vec3 u_lightpos0; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_te
Prince of Persia - Revelations v1.9.4 2020-05-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:175: 'outerProduct' : no matching overloaded function found ERROR: 0:175: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81f00000:0000ab18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 Bezier TessT TessN #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_sp
Prince of Persia - Revelations v1.9.4 2020-05-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:177: 'outerProduct' : no matching overloaded function found ERROR: 0:177: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81f04400:0000ab18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 Bezier TessT TessN #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v)
Prince of Persia - Revelations v1.8.0 2020-05-27 Unknown GetPointer 00000000 PC 08c0284c LR 08c028ac
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(099ddd80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(098884c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(08fc7e00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(096e3640, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(095820c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(0993cc80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.6.3-492-g9fddfff66 2020-05-27 WriteToHardware: Invalid address 002b2c70 near PC 08c74cc0 LR 08c74cc0
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(099bac80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(09c095c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(09587140, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-27 80630006=sceAtracSetDataAndGetID(09512240, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(096ae200, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(096aff00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(096aff80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(098f5a00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(096afe40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(098f5440, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(096ae040, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(096af1c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(098ac5c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(098ac180, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(094bc8c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(0962ef40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(096b4080, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(098be340, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(097ff8c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09811140, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(0976a840, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(0990e100, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09a2d8c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(090457c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09042cc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(099eb780, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09981800, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09b06140, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09b06040, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09b05c00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09b058c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(098fd300, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09894ec0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(095be700, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09ae9c40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09977700, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09985080, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(099611c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(099c2680, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(099d0e40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09a09100, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09b03080, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09af3600, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(0993be40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(0964fd40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09af13c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(0964cdc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(090c6740, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09669640, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(0994c080, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09b67280, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09523fc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(090acc00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(0975b4c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(099fd9c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(099fc040, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(08f77d00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(099eb340, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09b704c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(099e7d00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(08fc8a40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09af2400, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09a8d100, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(090bd100, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09967b00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(0964a240, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(08fa3180, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(095c4600, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09ad0a00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09aefdc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09824380, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-05-26 80630006=sceAtracSetDataAndGetID(09af9900, 00000800): invalid RIFF header