Recent logs - Call of Duty : Roads to Victory™

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Game title Version Latest Report Message
Call of Duty : Roads to Victory™ v1.10.3 2020-11-29 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Call of Duty : Roads to Victory™ v1.10.3 2020-11-28 ReadFromHardware: Invalid address 2f96bea3 near PC 088a0084 LR 088a0084
Call of Duty : Roads to Victory™ v1.10.3 2020-11-28 WriteToHardware: Invalid address 2f96bf0d near PC 088a0084 LR 088a0084
Call of Duty : Roads to Victory™ v1.10.3 2020-11-28 80630006=sceAtracSetHalfwayBufferAndGetID(08bff040, 00001000, 00040000): invalid RIFF header
Call of Duty : Roads to Victory™ v1.10.3 2020-11-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145042384
Call of Duty : Roads to Victory™ v1.10.3 2020-11-26 Unknown syscall in known module 'SysMemForKernel': 0x7b749390
Call of Duty : Roads to Victory™ v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0xef9e4c70
Call of Duty : Roads to Victory™ v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0xed1410e0
Call of Duty : Roads to Victory™ v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0xc07bb470
Call of Duty : Roads to Victory™ v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x812346e4
Call of Duty : Roads to Victory™ v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x623ae665
Call of Duty : Roads to Victory™ v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x57cf62dd
Call of Duty : Roads to Victory™ v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x55c20a00
Call of Duty : Roads to Victory™ v1.10.3 2020-11-26 Unknown syscall in known module 'ThreadManForKernel': 0x383f7bcc
Call of Duty : Roads to Victory™ v1.10.3-1086-g105a6ce92 2020-11-24 FBO created from existing depthbuffer as color, 04110000/00000000 and 0415c000/04110000
Call of Duty : Roads to Victory™ v1.10.3-1086-g105a6ce92 2020-11-24 FBO created from existing depthbuffer as color, 04110000/00000000 and 0415a000/04110000
Call of Duty : Roads to Victory™ v1.10.3-1086-g105a6ce92 2020-11-24 FBO created from existing depthbuffer as color, 04110000/00000000 and 04158000/04110000
Call of Duty : Roads to Victory™ v1.10.3-1086-g105a6ce92 2020-11-24 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Call of Duty : Roads to Victory™ v1.10.3-1086-g105a6ce92 2020-11-24 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Call of Duty : Roads to Victory™ v1.10.3 2020-11-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144908724
Call of Duty : Roads to Victory™ v1.10.3 2020-11-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145762800
Call of Duty : Roads to Victory™ v1.10.3 2020-11-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144920332
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143634596
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0880defc, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768912
Call of Duty : Roads to Victory™ v1.10.3 2020-11-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
Call of Duty : Roads to Victory™ v1.10.3 2020-11-10 Failed decrypting the PRX (ret = -1, size = 3693304, psp_size = 3693648)!
Call of Duty : Roads to Victory™ v1.10.3 2020-11-08 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 r9p0-01rel0 [Revision 96995]. 01f14444:00050b5c HWX C T N Fog Tex TexProjUV UVMtx 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 mediump mat4 u_texmtx; 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 * 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 = (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; 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; }
Call of Duty : Roads to Victory™ v1.10.3 2020-12-01 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 r9p0-01rel0 [Revision 96995]. 01f10044:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp 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 * 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); 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; 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; }
Call of Duty : Roads to Victory™ v1.10.3 2020-11-06 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 r9p0-01rel0 [Revision 96995]. 01f14444:00050b54 HWX T N Fog Tex TexProjUV UVMtx 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 mediump mat4 u_texmtx; 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 = 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; 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; 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; }
Call of Duty : Roads to Victory™ v1.10.3 2020-11-03 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.10.3 2020-11-03 sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-11-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
Call of Duty : Roads to Victory™ v1.10.3 2020-11-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-11-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 sceKernelLoadModule: unsupported options size=00000014, flags=089e8b88, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 sceKernelLoadModule: unsupported options size=00000014, flags=089e8b88, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.10.3 2020-10-24 Render to texture with incompatible formats 3 != 1 at 04000000
Call of Duty : Roads to Victory™ v1.10.3 2020-10-24 Video out requested, not supported: mode=0 size=512,272
Call of Duty : Roads to Victory™ v1.6.3-432-gfd6c3145d 2020-10-23 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00a0d002 Tex Fog 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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 = v; } vs: 03110000:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 highp vec3 v_texcoord; varying highp float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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™ v1.10.3 2020-10-21 Jump to invalid address: 06704d00
Call of Duty : Roads to Victory™ v1.10.3 2020-10-19 Unknown syscall in known module 'sceNpAuth': 0x72bb0467
Call of Duty : Roads to Victory™ v1.10.3 2020-11-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/0c120e1d, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/68d42328, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/9553cc91, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/5b70fcc1, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/5f457515, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/7c0e7ac3, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/4e624a34, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/971a3a90, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/a83f7113, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/0ba514e5, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/7491c438, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/eaed89cd, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/bd8ae0d8, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/76d3aeba, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/4bc9bde0, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/1e6d9013, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/28240568, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/c7db3a5b, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 Ignoring func export scePsmf/c22c8327, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-23 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Call of Duty : Roads to Victory™ v1.10.3 2020-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
Call of Duty : Roads to Victory™ v1.10.3 2020-09-25 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
Call of Duty : Roads to Victory™ v1.10.3 2020-09-28 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 r8p0-00dev0 [Revision 96995]. 03f10444:41800b14 HWX T N Fog Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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 = 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * 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; 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 ||
Call of Duty : Roads to Victory™ v1.10.3 2020-09-28 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 r8p0-00dev0 [Revision 96995]. 03f10444:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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 = 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * 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; 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);
Call of Duty : Roads to Victory™ v1.10.3 2020-11-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
Call of Duty : Roads to Victory™ v1.10.3 2020-09-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-11-25 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.7.5 2020-09-17 WriteToHardware: Invalid address 00000004 near PC 088d773c LR 00000000
Call of Duty : Roads to Victory™ v1.10.3 2020-09-12 Bottom-right corner of source of block transfer is at an invalid address: 0480fcca
Call of Duty : Roads to Victory™ v1.10.3 2020-11-25 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-09-12 Render to texture with different formats 3 != 1
Call of Duty : Roads to Victory™ v1.10.3 2020-09-12 Render to texture with incompatible formats 5 != 1 at 04000000
Call of Duty : Roads to Victory™ v1.10.3 2020-09-12 4 and 8-bit CLUT format not supported for framebuffers
Call of Duty : Roads to Victory™ v1.10.3 2020-09-12 Render to texture using CLUT with different strides 1024 != 512
Call of Duty : Roads to Victory™ v1.10.3 2020-09-12 Render to area containing texture at 040cc000 +0x128
Call of Duty : Roads to Victory™ v1.10.3 2020-09-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
Call of Duty : Roads to Victory™ v1.10.3 2020-10-19 Unknown syscall in known module 'sceNpService': 0x78802d5f
Call of Duty : Roads to Victory™ v1.10.3 2020-10-19 Unknown syscall in known module 'sceNpService': 0x268c009d
Call of Duty : Roads to Victory™ v1.10.3 2020-10-19 Unknown syscall in known module 'sceNpService': 0x1da3e950
Call of Duty : Roads to Victory™ v1.10.3 2020-10-19 Unknown syscall in known module 'sceNpService': 0x168b8de5
Call of Duty : Roads to Victory™ v1.10.3 2020-10-19 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
Call of Duty : Roads to Victory™ v1.10.3 2020-09-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-08-30 Unable to allocate kernel object, too many objects slots in use.
Call of Duty : Roads to Victory™ v1.10.3 2020-11-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-11-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.10.3 2020-08-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 14
Call of Duty : Roads to Victory™ v1.10.3 2020-08-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145224280
Call of Duty : Roads to Victory™ v1.10.3 2020-08-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151249632
Call of Duty : Roads to Victory™ v1.10.3 2020-08-22 Jump to invalid address: 038df3e0
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147280608
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148617832
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149422080
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149557360
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151506040
Call of Duty : Roads to Victory™ v1.10.3 2020-11-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143642516