Recent logs - Tomb Raider : Legend

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Game title Version Latest Report Message
Tomb Raider : Legend v1.9.4 2019-11-14 sceDmacMemcpy(dest=041a1400, src=0902ecd0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-11-13 sceDmacMemcpy(dest=0419dc00, src=092b4150, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-11-07 sceDmacMemcpy(dest=04199000, src=09bb57e0, size=8192): overlapping read
Tomb Raider : Legend v1.9.4 2019-11-02 sceDmacMemcpy(dest=041cf000, src=09578080, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-11-02 sceDmacMemcpy(dest=041a7c00, src=09787140, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2019-11-01 sceDmacMemcpy(dest=041a0800, src=097b5704, size=2048): overlapping read
Tomb Raider : Legend v1.9.4 2019-11-01 sceDmacMemcpy(dest=041a5400, src=0998e6a0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-10-31 sceDmacMemcpy(dest=041ad400, src=091d8be0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-10-28 sceDmacMemcpy(dest=041a4c00, src=096d6990, size=9216): overlapping read
Tomb Raider : Legend v1.7.4 2019-10-28 sceDmacMemcpy(dest=0419dc00, src=091d7c90, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-10-28 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 01f14444:00000b18 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 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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; varying lowp vec4 v_color0; 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); 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 * u_matdiffuse) * max(ldot, 0.0); 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 * u_matdiffuse) * max(ldot, 0.0); 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); 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tomb Raider : Legend v1.7.4 2019-10-28 sceDmacMemcpy(dest=041d0c00, src=096e99b0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-10-27 sceDmacMemcpy(dest=0419a400, src=09a58120, size=8192): overlapping read
Tomb Raider : Legend v1.9.4 2019-10-26 sceDmacMemcpy(dest=0419a400, src=097a47e0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-26 sceDmacMemcpy(dest=041f5000, src=09708600, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-26 sceDmacMemcpy(dest=041ad800, src=09762800, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-26 sceDmacMemcpy(dest=041e3400, src=09bc8bc0, size=9216): overlapping read
Tomb Raider : Legend v1.9.4 2019-10-26 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 01f14444:00000b18 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 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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; varying lowp vec4 v_color0; 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); 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 * u_matdiffuse) * max(ldot, 0.0); 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 * u_matdiffuse) * max(ldot, 0.0); 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); 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tomb Raider : Legend v1.8.0 2019-10-26 sceDmacMemcpy(dest=041b6400, src=096bb320, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-25 sceDmacMemcpy(dest=041b1400, src=0987a280, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-24 sceDmacMemcpy(dest=041a7c00, src=096fdf20, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-24 sceDmacMemcpy(dest=041a6400, src=09b902c0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-24 sceDmacMemcpy(dest=041e5400, src=091d4660, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-23 sceDmacMemcpy(dest=041b7800, src=09259010, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-23 sceDmacMemcpy(dest=041c5400, src=0954b690, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-23 sceDmacMemcpy(dest=041a4400, src=09473620, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-23 sceDmacMemcpy(dest=0419b000, src=091555b0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-10-23 sceDmacMemcpy(dest=041d7000, src=09920eb0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-22 sceDmacMemcpy(dest=041d2c00, src=08db1e30, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-22 sceDmacMemcpy(dest=041af800, src=096609e0, size=5120): overlapping read
Tomb Raider : Legend v1.9.4 2019-10-22 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 r6p0-01rel1 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; varying lowp vec4 v_color0; 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w;
Tomb Raider : Legend v1.9.4 2019-10-20 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 r6p0-00dev0 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; varying lowp vec4 v_color0; 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w;
Tomb Raider : Legend v1.9.4 2019-10-20 sceDmacMemcpy(dest=041a6400, src=096e2150, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-20 sceDmacMemcpy(dest=041a5c00, src=09290f40, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-20 sceDmacMemcpy(dest=0419c400, src=08e550b0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-20 sceDmacMemcpy(dest=041a1400, src=09468960, size=32768): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-20 sceDmacMemcpy(dest=041ab400, src=096ec6a0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-20 sceDmacMemcpy(dest=041a5c00, src=08e1b540, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-20 sceDmacMemcpy(dest=041e4800, src=0965e1c0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-20 sceDmacMemcpy(dest=041d9000, src=08ece460, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-19 sceDmacMemcpy(dest=041cd400, src=09a34d50, size=9216): overlapping read
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number 8d0b0008
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number b77c1860
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number b77b14c8
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number 00000008
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number e7ac0034
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number 0000002a
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number b7723a78
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number b7730520
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number b7760f68
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number b774bf18
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number b7742f5c
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number b75940e0
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number 00000006
Tomb Raider : Legend v1.5.2 2019-10-18 Wrong magic number b770df10
Tomb Raider : Legend v1.8.0 2019-10-17 sceDmacMemcpy(dest=0419b400, src=09aa2630, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2019-10-16 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 r5p0-01rel0 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; varying lowp vec4 v_color0; 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w;
Tomb Raider : Legend v1.9.3 2019-10-15 sceDmacMemcpy(dest=041d5000, src=09b2e180, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2019-10-17 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 r6p2-01rel0 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; varying lowp vec4 v_color0; 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w;
Tomb Raider : Legend v1.9.2-9-g9e7625c74 2019-10-13 sceDmacMemcpy(dest=041db400, src=09306ad0, size=5120): overlapping read
Tomb Raider : Legend v1.9.2 2019-10-12 sceDmacMemcpy(dest=041c0000, src=09785460, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-07 sceDmacMemcpy(dest=041ec800, src=09b052c0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-07 sceDmacMemcpy(dest=041c0c00, src=091c19a0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-06 sceDmacMemcpy(dest=04110000, src=0903a150, size=557056): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-04 sceDmacMemcpy(dest=041b4800, src=091a5810, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-04 sceDmacMemcpy(dest=0419ec00, src=0947bd40, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-04 sceDmacMemcpy(dest=041f3800, src=09733ac0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-03 sceDmacMemcpy(dest=041aa400, src=0972ea80, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-10-03 sceDmacMemcpy(dest=041f6c00, src=091d33a0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-30 sceDmacMemcpy(dest=041bb800, src=09b911b0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-29 sceDmacMemcpy(dest=041ec400, src=09863070, size=5120): overlapping read
Tomb Raider : Legend v1.9.3 2019-10-09 sceDmacMemcpy(dest=041a4000, src=091d4060, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-27 sceDmacMemcpy(dest=041ae800, src=091d5470, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-27 sceDmacMemcpy(dest=0419b000, src=095b87d0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-26 sceDmacMemcpy(dest=041a4000, src=08e916c0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-26 sceDmacMemcpy(dest=041ae800, src=0938a720, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-26 sceDmacMemcpy(dest=041f0400, src=0951b740, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-25 sceDmacMemcpy(dest=041ab400, src=0962ad04, size=3072): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-25 sceDmacMemcpy(dest=041fd000, src=09926120, size=9216): overlapping read
Tomb Raider : Legend v1.5.4 2019-09-25 sceDmacMemcpy(dest=0419b000, src=091c5b60, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-24 sceDmacMemcpy(dest=041a4800, src=09b25ac0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-24 sceDmacMemcpy(dest=0419b000, src=09010470, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-23 sceDmacMemcpy(dest=041bec00, src=090124c0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-22 sceDmacMemcpy(dest=041d0400, src=090185b0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-22 sceDmacMemcpy(dest=041b5c00, src=09532ab0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-22 sceDmacMemcpy(dest=041a1000, src=091c2780, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-22 sceDmacMemcpy(dest=041f0400, src=0952aa50, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-22 sceDmacMemcpy(dest=041b4800, src=0921aa80, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-19 sceDmacMemcpy(dest=0419b400, src=096da8f0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-18 sceDmacMemcpy(dest=041f6400, src=091d1840, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-15 sceDmacMemcpy(dest=0419e000, src=08ec4a80, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-11 sceDmacMemcpy(dest=0419b800, src=08f27200, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-09 sceDmacMemcpy(dest=041fc000, src=096c20a0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-08 sceDmacMemcpy(dest=041a0c00, src=08ea0ff0, size=9216): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-09 sceDmacMemcpy(dest=041ed800, src=08e5d8e0, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-06 sceDmacMemcpy(dest=041a3000, src=09322900, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-05 sceDmacMemcpy(dest=041a1400, src=08ea7510, size=8192): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-03 sceDmacMemcpy(dest=041a1400, src=093bd740, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-09-01 sceDmacMemcpy(dest=0419cc00, src=093beb50, size=5120): overlapping read
Tomb Raider : Legend v1.8.0 2019-08-25 sceDmacMemcpy(dest=041c5c00, src=095a5820, size=5120): overlapping read