Recent logs - FIFA STREET 2

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Game title Version Latest Report Message
FIFA STREET 2 v1.11.3 2023-09-20 Unknown GetPointer 00000000 PC 08a8912c LR 08a89150
FIFA STREET 2 v1.11.3 2023-09-20 UNIMPL sceMpegAvcResourceGetAvcEsBuf(deadbeef)
FIFA STREET 2 v1.11.3 2023-09-20 80000107=sceDisplaySetFrameBuf(04044000, 512, 0, 0): must change latched framebuf first
FIFA STREET 2 v1.13.2 2023-09-19 Unknown GetPointer 439267d2 PC 439267d2 LR 08a863f4
FIFA STREET 2 v1.13.2 2023-09-19 ReadFromHardware: Invalid address 439267d2 near PC 439267d2 LR 08a863f4
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-08-06 __KernelStopThread: thread 341 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-08-06 __KernelStopThread: thread 339 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-08-06 __KernelStopThread: thread 316 does not exist
FIFA STREET 2 v1.10.3 2023-07-24 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
FIFA STREET 2 v1.9.0 2023-07-24 ReadFromHardware: Invalid address 3dba6f28 near PC 3dba6f28 LR 08817030
FIFA STREET 2 v1.14.4 2023-07-19 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:138: 'comp' : redefinition ERROR: 0:139: 'type' : redefinition ERROR: 0:187: 'comp' : redefinition ERROR: 0:188: 'type' : redefinition ERROR: 0:236: 'comp' : redefinition ERROR: 0:237: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 Cull in mediump vec4 w1; in mediump vec3 w2; 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 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 vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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); 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot
FIFA STREET 2 v1.14.4 2023-07-19 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:138: 'comp' : redefinition ERROR: 0:139: 'type' : redefinition ERROR: 0:187: 'comp' : redefinition ERROR: 0:188: 'type' : redefinition ERROR: 0:236: 'comp' : redefinition ERROR: 0:237: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 Cull in mediump vec4 w1, w2; 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 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0;
FIFA STREET 2 v1.5.2 2023-07-19 Error in shader program link: info: cannot find a matched output for input v_color1 / fs: #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.5.2 2023-07-19 Error in shader program link: info: cannot find a matched output for input v_color1 / fs: #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 623 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 917 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 744 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 762 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 956 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 742 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 655 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 864 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 776 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 544 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 794 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 870 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 774 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 551 does not exist
FIFA STREET 2 v1.14.1 2023-07-16 UI scissor out of bounds in GameSettingsScreen: 210,0-740,480 / 888,480
FIFA STREET 2 v1.6.3 2023-07-16 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0000d000 AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00010100 HWX UVMtx #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
FIFA STREET 2 v1.9.0 2023-07-16 Error in shader program link: info: Link Error: Fragment shader is missing. fs: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
FIFA STREET 2 v1.6.3 2023-07-16 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0d000022 Tex TexAlpha StenToAlpha StenKeep TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; 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_matambientalpha; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FIFA STREET 2 v1.12.3 2023-07-15 Ignoring possible texturing from framebuffer at 04164000 +0x128 / 128x272
FIFA STREET 2 v1.12.3 2023-07-05 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002)
FIFA STREET 2 v1.15.4 2023-06-27 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a052c4
FIFA STREET 2 v1.11 2023-06-11 ReadFromHardware: Invalid address 00000001 near PC 08a85128 LR 08a85130
FIFA STREET 2 v1.12.2 2023-05-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 154246848
FIFA STREET 2 v1.12.2 2023-05-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146069088
FIFA STREET 2 v1.15.4 2023-08-10 Block transfer invalid: 09ea2280/0 -> 04154000/0, 1024x1024x2 (0,0)->(0,0)
FIFA STREET 2 v1.6.3-432-gfd6c3145d 2023-05-08 Error in shader program link: info: (unknown reason) fs: 00010000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; 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_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FIFA STREET 2 v1.14.2 2023-05-06 Unknown GetPointerWrite 00000028 PC 08a5cb18 LR 08a5cb58
FIFA STREET 2 v1.14.2 2023-05-06 Bad vertex address 0a02c738!
FIFA STREET 2 v1.14.2 2023-05-06 Unknown GetPointer 00000000 PC 00000000 LR 08a33f08
FIFA STREET 2 v1.14.1 2023-04-30 UI scissor out of bounds in GamePauseScreen: 163,40-101,2136 / 544,1088
FIFA STREET 2 v1.14.1 2023-04-30 UI scissor out of bounds in GamePauseScreen: 0,40-159,2136 / 544,1088
FIFA STREET 2 v1.14.1 2023-04-30 UI scissor out of bounds in GamePauseScreen: 1541,10-605,262 / 1088,544
FIFA STREET 2 v1.14.1 2023-04-30 UI scissor out of bounds in GamePauseScreen: 0,10-1522,262 / 1088,544
FIFA STREET 2 v1.14.4 2023-04-30 Bad vertex address 048c8161!
FIFA STREET 2 v1.14.4 2023-04-30 Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(1023,767)
FIFA STREET 2 v1.14.4 2023-04-30 Drawing region rate add non-zero: 0100, 0400 of 01df, 010f
FIFA STREET 2 v1.14.4 2023-04-30 Unknown GE command : d1e9ffff
FIFA STREET 2 v1.14.4 2023-04-20 ReadFromHardware: Invalid address b9e7c24c near PC 089ac454 LR 089a9d80
FIFA STREET 2 v1.14.4 2023-04-20 Unknown GetPointerWrite 00000ed0 PC 0890f264 LR 0890f27c
FIFA STREET 2 v1.12.3 2023-04-18 Unknown GetPointer fff6f6f6 PC 0880840c LR 08808424
FIFA STREET 2 v1.14.4 2023-04-15 Decoding texture from VRAM mirror at 04305010 swizzle=0
FIFA STREET 2 v1.14.4 2023-04-11 Unknown GetPointer bd5ab7ff PC bd5ab7ff LR 08a85120
FIFA STREET 2 v1.14.4 2023-04-11 ReadFromHardware: Invalid address bd5ab7ff near PC bd5ab7ff LR 08a85120
FIFA STREET 2 v1.14 2023-04-06 UI scissor out of bounds in GameSettingsScreen: 313,0-1276,720 / 1516,720
FIFA STREET 2 v1.14.2 2023-04-06 UI scissor out of bounds in GameSettingsScreen: 472,0-1846,1088 / 2215,1088
FIFA STREET 2 v1.14.4 2023-04-04 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 320 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lig
FIFA STREET 2 v1.11.3 2023-03-26 ReadFromHardware: Invalid address 43361a8c near PC 43361a8c LR 08a863f4
FIFA STREET 2 v1.14.4 2023-03-22 Replacement rowPitch=256, but w=1628 (level=0)
FIFA STREET 2 v1.14.4 2023-03-24 Replacement rowPitch=2048, but w=4000 (level=0)
FIFA STREET 2 v1.14.4 2023-03-20 Truncating vertex count from 50612 to 21845
FIFA STREET 2 v1.13.2 2023-03-11 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08a863f4
FIFA STREET 2 v1.14.4 2023-03-11 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lig
FIFA STREET 2 v1.14.4 2023-03-07 Replacement rowPitch=512, but w=4176 (level=0)
FIFA STREET 2 v1.14.4 2023-04-05 Replacement rowPitch=256, but w=1024 (level=0)
FIFA STREET 2 v1.14.4 2023-03-03 Replacement rowPitch=1024, but w=2160 (level=0)
FIFA STREET 2 v1.14.4 2023-04-18 Replacement rowPitch=256, but w=2048 (level=0)
FIFA STREET 2 v1.14.4 2023-05-02 Replacement rowPitch=512, but w=1628 (level=0)
FIFA STREET 2 v1.14.4 2023-03-27 Replacement rowPitch=512, but w=1200 (level=0)
FIFA STREET 2 v1.14.4 2023-02-12 Replacement rowPitch=1024, but w=2000 (level=0)
FIFA STREET 2 v1.14.4 2023-02-11 Truncating vertex count from 50919 to 21845
FIFA STREET 2 v1.13.2 2023-02-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000135, pos=0, access=1, data=2, text=2
FIFA STREET 2 v1.14.4 2023-07-19 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lig
FIFA STREET 2 v1.14.4 2023-02-09 00000400=sceGeEdramSetAddrTranslation(00000800)
FIFA STREET 2 v1.14.4 2023-05-01 Replacement rowPitch=1024, but w=2048 (level=0)
FIFA STREET 2 v1.14.4 2023-01-29 Replacement rowPitch=2048, but w=3840 (level=0)
FIFA STREET 2 v1.14.2 2023-01-23 UI scissor out of bounds in MainScreen: 0,481-540,479 / 960,540
FIFA STREET 2 v1.14.2 2023-01-23 UI scissor out of bounds in MainScreen: 0,417-540,543 / 960,540
FIFA STREET 2 v1.14.1 2023-01-23 UI scissor out of bounds in GameSettingsScreen: 454,0-1930,1080 / 2282,1080
FIFA STREET 2 v1.14.4 2023-03-21 Replacement rowPitch=1024, but w=3840 (level=0)
FIFA STREET 2 v1.14.2 2023-01-22 UI scissor out of bounds in GameSettingsScreen: 210,0-740,540 / 540,960
FIFA STREET 2 v1.14 2023-01-19 UI scissor out of bounds in GameSettingsScreen: 260,0-1015,544 / 1208,544
FIFA STREET 2 v1.14 2023-01-19 UI scissor out of bounds in GameSettingsScreen: 324,0-1263,720 / 1504,720
FIFA STREET 2 v1.14.4 2023-07-12 Decoding texture from VRAM mirror at 04200000 swizzle=0
FIFA STREET 2 v1.14.2 2023-01-11 UI scissor out of bounds in GamePauseScreen: 433,26-267,1494 / 1520,720
FIFA STREET 2 v1.14.2 2023-01-11 UI scissor out of bounds in GamePauseScreen: 0,26-420,1494 / 1520,720
FIFA STREET 2 v1.14.2 2023-01-11 UI scissor out of bounds in GamePauseScreen: 2322,12-845,329 / 1520,720
FIFA STREET 2 v1.14.2 2023-01-11 UI scissor out of bounds in GamePauseScreen: 0,12-2295,329 / 1520,720
FIFA STREET 2 v1.16.1 2023-09-16 Block transfer invalid: 09e93210/0 -> 04154000/0, 1024x1024x2 (0,0)->(0,0)
FIFA STREET 2 v1.14.2 2023-01-07 UI scissor out of bounds in GameSettingsScreen: 288,0-1221,721 / 1520,720
FIFA STREET 2 v1.14.1 2023-01-07 UI scissor out of bounds in ShaderListScreen: 0,76-961,431 / 960,576
FIFA STREET 2 v1.14.1 2023-01-07 UI scissor out of bounds in ShaderListScreen: 0,0-961,77 / 960,576
FIFA STREET 2 v1.14.2 2023-01-06 UI scissor out of bounds in MainScreen: 210,779-192,107 / 1280,720
FIFA STREET 2 v1.14.2 2023-01-06 UI scissor out of bounds in MainScreen: 4,659-192,107 / 1280,720
FIFA STREET 2 v1.14.2 2023-01-06 UI scissor out of bounds in MainScreen: 1540,7-712,398 / 1280,720
FIFA STREET 2 v1.14.2 2023-01-06 UI scissor out of bounds in MainScreen: 0,48-1518,357 / 1280,720
FIFA STREET 2 v1.14.2 2023-01-06 UI scissor out of bounds in MainScreen: 0,0-1518,405 / 1280,720