Recent logs - Call of Duty : Roads to Victory™

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Call of Duty : Roads to Victory™ v1.7.5 2018-12-18 Unknown GetPointer 00000000 PC 08a04f80 LR 08a04f9c
Call of Duty : Roads to Victory™ v1.7.5 2018-12-10 MIPSCompileOp: Invalid instruction 4028250e
Call of Duty : Roads to Victory™ v1.7.5 2018-12-10 Branch in RSZeroComp delay slot at 088a00cf in block starting at 088a00bb
Call of Duty : Roads to Victory™ v1.7.5 2018-12-10 ReadFromHardware: Invalid address 9981e3a4 near PC 9981e3a4 LR 9981e3a4
Call of Duty : Roads to Victory™ v1.7.2 2018-12-03 MIPSCompileOp: Invalid instruction 00000068
Call of Duty : Roads to Victory™ v1.5.4 2018-11-24 Trying to write block exit to illegal destination 82b0e382: pc = 82afe382
Call of Duty : Roads to Victory™ v1.5.4 2018-11-24 Trying to write block exit to illegal destination 8283e382: pc = 8282e382
Call of Duty : Roads to Victory™ v1.5.4 2018-11-24 Trying to write block exit to illegal destination 8282e382: pc = 8281e382
Call of Duty : Roads to Victory™ v1.6.3-432-gfd6c3145d 2018-11-22 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:01a0d002 Tex Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying highp float v_fogdepth; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 01010000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 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 mediump mat4 u_texmtx; 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 vec2 u_fogcoef; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; varying highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-11-22 Wrong magic number b387d2f0
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-11-22 Wrong magic number b3296090
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-11-22 Wrong magic number b38837a0
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-11-22 Wrong magic number 5f325f65
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-11-22 Wrong magic number b388a680
Call of Duty : Roads to Victory™ v1.7.2 2018-11-18 ReadFromHardware: Invalid address 97bdef97 near PC 97bdef97 LR 97bdef97
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-11-12 Wrong magic number 030500ff
Call of Duty : Roads to Victory™ v1.7.5 2018-12-10 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]. 01f14444:00000b14 HWX T N Fog 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; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.7.2 2018-11-08 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 01f14444:00000b14 HWX T N Fog 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; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.7.5 2018-12-10 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 01f14444:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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
Call of Duty : Roads to Victory™ v1.6.3-575-gfd20d7b09 2018-10-20 ReadFromHardware: Invalid address 000001c2 near PC 08952d70 LR 08952ca0
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 65bbb270
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 65bbb100
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 664b3fd8
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 696c2f65
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 67c15f48
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 00000024
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 61bc9718
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 61bc6000
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 625f5000
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 00002e61
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 62b680a8
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 66b31000
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number fbfbfcf4
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 00002e64
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number 66993000
Call of Duty : Roads to Victory™ v1.6.3 2018-09-30 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
Call of Duty : Roads to Victory™ v1.6.3 2018-09-30 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
Call of Duty : Roads to Victory™ v1.6.3 2018-09-30 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Call of Duty : Roads to Victory™ v1.6.3 2018-09-27 Error in shader program link: info: No vertex shader attached. fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01010000:00000914 HWX T Fog Tex Light: MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; 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 vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Call of Duty : Roads to Victory™ v1.6.3 2018-09-23 ReadFromHardware: Invalid address 9ebdef9e near PC 9ebdef9e LR 9ebdef9e
Call of Duty : Roads to Victory™ v1.6.3 2018-09-16 ReadFromHardware: Invalid address 94bdef94 near PC 94bdef94 LR 94bdef94
Call of Duty : Roads to Victory™ v1.6.3 2018-09-14 Error in shader program link: info: No vertex shader attached. fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01110000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Call of Duty : Roads to Victory™ v1.6.3 2018-08-26 Error in shader compilation: info: 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; }
Call of Duty : Roads to Victory™ v1.6.3 2018-08-26 Error in shader compilation: info: draw2d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Call of Duty : Roads to Victory™ v1.6.3 2018-08-26 Error in shader compilation: info: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; void main() { gl_FragColor = oColor0; }
Call of Duty : Roads to Victory™ v1.6.3 2018-08-26 Error in shader compilation: info: 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) * oColor0; }
Call of Duty : Roads to Victory™ v1.6.3 2018-08-26 Error in shader compilation: info: draw2d #ifdef GL_ES precision mediump float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif precision mediump float; uniform sampler2D sampler0; varying vec2 v_texcoord0; void main() { gl_FragColor = texture2D(sampler0, v_texcoord0); }
Call of Duty : Roads to Victory™ v1.6.3 2018-08-26 Error in shader compilation: info: thin3d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; varying vec4 oColor0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; }
Call of Duty : Roads to Victory™ v1.6.3 2018-08-14 ReadFromHardware: Invalid address 2b958020 near PC 089c869c LR 089d2da0
Call of Duty : Roads to Victory™ v1.6.3 2018-08-14 ReadFromHardware: Invalid address 00000000 near PC 089cc9d4 LR 089cc714
Call of Duty : Roads to Victory™ v1.6.3 2018-08-10 WriteToHardware: Invalid address 0004dcc0 near PC 088edb74 LR 088edb74
Call of Duty : Roads to Victory™ v1.5.4 2018-08-06 ReadFromHardware: Invalid address 92bcef92 near PC 92bcef92 LR 92bcef92
Call of Duty : Roads to Victory™ v1.6.3 2018-08-04 ReadFromHardware: Invalid address 90bcef90 near PC 90bcef90 LR 90bcef90
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-07-28 Wrong magic number f9fa0506
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-07-28 Wrong magic number 0000313e
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-07-28 Wrong magic number b94d1d00
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-07-28 Wrong magic number b9070c40
Call of Duty : Roads to Victory™ v1.4.2 2018-10-06 Wrong magic number ffffffff
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-07-28 Wrong magic number b9070b50
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-07-28 Wrong magic number b9070140
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-07-28 Wrong magic number 00000001
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-07-28 Wrong magic number b94cb5e8
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-07-28 Wrong magic number b94c6f40
Call of Duty : Roads to Victory™ v1.6.3 2018-07-26 ReadFromHardware: Invalid address 8fbdef80 near PC 8fbdef80 LR 8fbdef80
Call of Duty : Roads to Victory™ v1.6.3 2018-07-21 Error in shader program link: info: L0007 Varying 'v_fogdepth' not found in vertex shader fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01010000:00050954 HWX T Fog Tex TexProjUV UVMtx Light: MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Call of Duty : Roads to Victory™ v1.6.3 2018-07-21 Render to area containing texture at 04162000 +256x0
Call of Duty : Roads to Victory™ v1.6.3 2018-07-21 Rendering to framebuffer offset: 00162000 +256x0
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 07ffd2a4
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 07ffd130
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 0689f1c0
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 07ffcfe0
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 MIPSCompileOp: Invalid instruction 428f0167
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 07ffd170
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 068a0b00
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 0689f200
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 07ffce90
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 068a2cc0
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 07ffd160
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 068a1d00
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 02813950
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 0689ed40
Call of Duty : Roads to Victory™ v1.6.3 2018-07-20 Jump to invalid address: 0689f500
Call of Duty : Roads to Victory™ v1.6.3 2018-07-14 Unknown GetPointer 9fbcefa5 PC 9fbcefa5 LR 9fbcefa5
Call of Duty : Roads to Victory™ v1.6.3 2018-11-20 An uneaten prefix at end of block: 08a684e0
Call of Duty : Roads to Victory™ v1.6.3 2018-06-13 MIPSCompileOp: Invalid instruction 00004501
Call of Duty : Roads to Victory™ v1.6.3 2018-06-13 MIPSCompileOp: Invalid instruction 6302c4af
Call of Duty : Roads to Victory™ v1.6.3 2018-06-13 MIPSCompileOp: Invalid instruction 6b474600
Call of Duty : Roads to Victory™ v1.6.3 2018-06-13 MIPSCompileOp: Invalid instruction 6307c4ad
Call of Duty : Roads to Victory™ v1.6.3 2018-06-13 MIPSCompileOp: Invalid instruction 00148e05
Call of Duty : Roads to Victory™ v1.6.3 2018-06-13 MIPSCompileOp: Invalid instruction 00048485
Call of Duty : Roads to Victory™ v1.5.4 2018-06-06 ReadFromHardware: Invalid address 0a001824 near PC 088a00ba LR 088a00b2
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-06-05 Wrong magic number 5ca72000
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-06-05 Wrong magic number 596e1000
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-06-05 Wrong magic number 591ea6f0
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-06-05 Wrong magic number 00003146
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-06-05 Wrong magic number 5cc7a000
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2018-06-05 Wrong magic number 5b80bcc8
Call of Duty : Roads to Victory™ v1.7.5 2018-12-17 GL ran out of GPU memory; switching to low memory mode
Call of Duty : Roads to Victory™ v1.5.4 2018-05-25 Branch in RSRTComp delay slot at 00010058 in block starting at 00010050
Call of Duty : Roads to Victory™ v1.5.4 2018-05-25 Jump to invalid address: 066f9810