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 |
Innocent Life |
v1.17.1 |
2024-09-16 |
sceUtilityMsgDialogInitStart: invalid status |
Innocent Life |
v1.17 |
2024-06-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
Innocent Life |
v1.17 |
2024-06-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
Innocent Life |
v1.17.1 |
2024-09-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1 |
Innocent Life |
v1.13.2-2494-g6a6ec80f6 |
2023-11-20 |
WriteToHardware: Invalid address 0000003a near PC 0880563c LR 0882fe30 |
Innocent Life |
v1.13.2-2494-g6a6ec80f6 |
2023-11-20 |
ReadFromHardware: Invalid address 0000000e near PC 08873564 LR 0886efb0 |
Innocent Life |
v1.13.2-2494-g6a6ec80f6 |
2023-11-20 |
ReadFromHardware: Invalid address 00000014 near PC 0882f8d0 LR 0882f85c |
Innocent Life |
v1.13.2-2494-g6a6ec80f6 |
2023-11-20 |
ReadFromHardware: Invalid address 0000003a near PC 0882f878 LR 0882f85c |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,924-540,36 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,870-540,50 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,816-540,50 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,762-540,50 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,708-540,50 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,654-540,50 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,600-540,50 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,546-540,50 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,492-540,50 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,481-540,479 / 960,540 |
Innocent Life |
v1.14.2 |
2023-04-04 |
UI scissor out of bounds in MainScreen: 0,417-540,543 / 960,540 |
Innocent Life |
v1.14.3 |
2023-02-01 |
Attempting to texture from current render target (src=04088000 / target=04088000 / flags=1), making a copy |
Innocent Life |
v1.13.2 |
2022-12-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2 |
Innocent Life |
v1.13.2 |
2022-12-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1 |
Innocent Life |
v1.12.3 |
2022-07-26 |
Unknown GE command : b6000001 |
Innocent Life |
v1.12.3 |
2022-04-20 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
Innocent Life |
v1.12.3 |
2022-02-09 |
UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed |
Innocent Life |
v1.10.3 |
2021-11-05 |
Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937 |
Innocent Life |
v1.10.3 |
2021-11-05 |
Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105 |
Innocent Life |
v1.10.3 |
2021-11-05 |
Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640 |
Innocent Life |
v1.10.3 |
2021-11-05 |
Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c |
Innocent Life |
v1.10.3 |
2021-11-04 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872 |
Innocent Life |
v1.10.3 |
2021-11-04 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024 |
Innocent Life |
v1.10.3 |
2021-11-04 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256 |
Innocent Life |
v1.10.3 |
2021-11-04 |
RET: Stack empty! |
Innocent Life |
v1.10.3 |
2021-11-04 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204 |
Innocent Life |
v1.16.6 |
2023-12-21 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2 |
Innocent Life |
v1.16.6 |
2023-12-21 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1 |
Innocent Life |
v1.10.3 |
2021-11-04 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
Innocent Life |
v1.10.3 |
2021-11-04 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
Innocent Life |
v1.10.3 |
2021-11-04 |
Unknown syscall in known module 'ThreadManForKernel': 0x616403ba |
Innocent Life |
v1.10.3 |
2021-11-04 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
Innocent Life |
v1.11.3 |
2021-09-19 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296812 |
Innocent Life |
v1.11.3 |
2021-09-19 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776 |
Innocent Life |
v1.11.3 |
2021-08-14 |
ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08835144 |
Innocent Life |
v1.17.1 |
2024-09-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
Innocent Life |
v1.11.3 |
2023-11-29 |
Unknown GetPointer 00000000 PC 08804128 LR 08000030 |
Innocent Life |
v1.11.3 |
2021-03-18 |
ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 09eddaec |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/e46eb986, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/b767f9a0, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/afe01fd3, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/a9e4fb28, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/8aa82c92, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/6dbcf897, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/6a548477, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/44054e03, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/2ee39a64, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/1b5b82bc, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/106a3552, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2020-12-07 |
Ignoring func export sceDeflt/0ba3b9cc, already implemented in HLE. |
Innocent Life |
v1.11.3 |
2021-04-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=2, text=2 |
Innocent Life |
v1.10.3 |
2020-09-08 |
sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006 |
Innocent Life |
v1.10.3 |
2020-09-08 |
Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2021-02-07 |
Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE. |
Innocent Life |
v1.10.3 |
2021-02-07 |
Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d |
Innocent Life |
v1.10.3 |
2020-09-08 |
Unknown syscall in known module 'ThreadManForKernel': 0x39810265 |
Innocent Life |
v1.10.3 |
2020-09-08 |
Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff |
Innocent Life |
v1.10.3 |
2020-09-08 |
Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708 |
Innocent Life |
v1.10.2 |
2020-08-27 |
Error in shader compilation: info: 0:1: F0003: Shader too long. This shader is 522 instruction words long, but
Mali-400 GP only supports up to 512 instruction words.
05f79991:40c00b15 HWX T N LM Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:2 MatUp:7 WScale 2
#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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
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 * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
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);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight |
Innocent Life |
v1.12.3 |
2022-03-16 |
VTYPE with morph used: THRU=0 TC=3 COL=0 POS=3 NRM=3 WT=0 NW=1 IDX=0 MC=2 |
Innocent Life |
v1.9.3 |
2020-04-22 |
D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0000018BE56E9C40(135,16-57): error X4505: maximum temp register index exceeded
C:\Program Files\PPSSPP\Shader@0x0000018BE56E9C40(135,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
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, float3(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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
|
Innocent Life |
v1.9.3 |
2020-04-22 |
D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x0000018BE4CBA230(135,16-57): error X4505: maximum temp register index exceeded
C:\Program Files\PPSSPP\Shader@0x0000018BE4CBA230(135,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
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, float3(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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
|
Innocent Life |
v1.9.3 |
2020-04-22 |
D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x000001D77292EF50(135,16-57): error X4505: maximum temp register index exceeded
C:\Program Files\PPSSPP\Shader@0x000001D77292EF50(135,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
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, float3(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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
|
Innocent Life |
v1.9.3 |
2019-12-15 |
D3D error in shader compilation: info: C:\Users\Josh\Desktop\PPSSPP\Shader@0x0C7E9BA8(135,16-57): error X4505: maximum temp register index exceeded
C:\Users\Josh\Desktop\PPSSPP\Shader@0x0C7E9BA8(135,12-71): error X4505: maximum temp register index exceeded
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightdir1 : register(c29);
float4 u_lightangle_spotCoef1 : register(c37);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightdir2 : register(c30);
float4 u_lightangle_spotCoef2 : register(c38);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightdir3 : register(c31);
float4 u_lightangle_spotCoef3 : register(c39);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
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, float3(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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angl |
Innocent Life |
v1.9.4 |
2024-03-22 |
Unknown GetPointer 00000000 PC 0881a0d8 LR 08000020 |
Innocent Life |
v1.8.0 |
2019-04-20 |
Error in shader compilation: info: 0:1: F0003: Shader too long. This shader is 523 instruction words long, but
Mali-400 GP only supports up to 512 instruction words.
05f79991:40c00b15 HWX T N LM Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:2 MatUp:7 WScale 2
#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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
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 * 1.999969482421875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875;
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);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight |
Innocent Life |
v1.5.4-998-g08f26439c |
2020-05-06 |
sceKernelLoadModule: unsupported options size=1091f310, flags=1091f314, pos=0, access=1, data=278000408, text=278000412 |
Innocent Life |
v1.9.4 |
2024-09-14 |
VTYPE with morph used: THRU=0 TC=3 COL=0 POS=3 NRM=3 WT=0 NW=1 IDX=0 MC=3 |
Innocent Life |
v1.9.4 |
2024-01-06 |
Unexpected mpeg first timestamp: 0 / 0 |
Innocent Life |
v1.5.2 |
2021-09-22 |
Loading module sceMpeg_library with version 0104, devkit 00000000 |
Innocent Life |
v1.5.2 |
2021-09-22 |
Loading module sceMpegbase_Driver with version 0103, devkit 00000000 |
Innocent Life |
v1.5.2 |
2021-09-22 |
Loading module scePsmf_library with version 0101, devkit 00000000 |
Innocent Life |
v1.5.2 |
2021-09-22 |
Loading module sceVideocodec_Driver with version 0103, devkit 00000000 |
Innocent Life |
v1.5.2 |
2021-09-22 |
Loading module sceAudiocodec_Driver with version 0103, devkit 00000000 |
Innocent Life |
v1.5.2 |
2021-09-22 |
Loading module sceSAScore with version 0103, devkit 00000000 |
Innocent Life |
v1.5.2 |
2021-09-22 |
Loading module sceATRAC3plus_Library with version 0103, devkit 00000000 |
Innocent Life |
v1.9.4 |
2024-10-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
Innocent Life |
v1.9.4 |
2024-10-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Innocent Life |
v1.9.4 |
2024-10-02 |
VTYPE with morph used: THRU=0 TC=3 COL=0 POS=3 NRM=3 WT=0 NW=1 IDX=0 MC=5 |
Innocent Life |
v1.17.1 |
2024-08-31 |
BREAK instruction hit |