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Game title |
Version |
Latest Report |
Message |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-334-g1786a4ddb |
2024-10-17 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-09-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=08857c2c, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-08-27 |
Branch in Jump delay slot at 08020400 in block starting at 08020020 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-08-14 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2024-09-19 |
Can't draw: No current render step. Step count: 0 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-07-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-669-gd298c6f6f5 |
2024-06-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-669-gd298c6f6f5 |
2024-06-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-06-01 |
WriteToHardware: Invalid address 2886ffa5 near PC 088840ac LR 0888407c |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-07-29 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-04-27 |
sceIoChstat: change attr to 0000 requested |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-04-27 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01407DATA/DATA.DNS, 09f919b0, 00000002) |
NARUTO: Ultimate Ninja Heroes |
v1.16.6 |
2023-12-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-08-28 |
WriteToHardware: Invalid address 01d889d8 near PC 08000000 LR 08000000 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-08-14 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.9.4 |
2023-08-03 |
sceDmacMemcpy(dest=04000000, src=0950a020, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.13.1 |
2023-08-03 |
sceGeBreak(mode=0, unknown=08dfeda8): unknown ptr (valid) |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-07-01 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0000d002 Tex TFuncMod AlphaTest >
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0000d002 Tex TFuncMod AlphaTest >
uniform sampler2D tex;
uniform float u_texNoAlpha;
uniform float u_texMul;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t;
v.rgb *= u_texMul;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
vs: 01000000:80020b20 HWX T N UVEnv Light: LightUberShader 0: c:0 t:0 Cull
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80020b20 HWX T N UVEnv Light: LightUberShader 0: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_sp |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-07-01 |
Error in shader program link: info: (unknown reason)
fs: 00180000:00000002 Tex TFuncMod
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000002 Tex TFuncMod
uniform sampler2D tex;
uniform float u_texNoAlpha;
uniform float u_texMul;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t;
v.rgb *= u_texMul;
fragColor0 = v;
}
vs: 01000000:80000b20 HWX T N Light: LightUberShader Cull
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ld |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-07-01 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0000d000 AlphaTest >
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0000d000 AlphaTest >
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
vs: 01000000:80000120 HWX Light: LightUberShader Cull
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000120 HWX Light: LightUberShader Cull
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_mats |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-06-29 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0020d002 Tex Fog TFuncMod AlphaTest >
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0020d002 Tex Fog TFuncMod AlphaTest >
uniform sampler2D tex;
uniform float u_texNoAlpha;
uniform float u_texMul;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
vs: 01000000:80020b20 HWX T N UVEnv Light: LightUberShader 0: c:0 t:0 Cull
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80020b20 HWX T N UVEnv Light: LightUberShader 0: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
|
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-06-29 |
Error in shader program link: info: (unknown reason)
fs: 00180000:00200002 Tex Fog TFuncMod
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00200002 Tex Fog TFuncMod
uniform sampler2D tex;
uniform float u_texNoAlpha;
uniform float u_texMul;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01000000:80000b20 HWX T N Light: LightUberShader Cull
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
|
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-07-01 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0600d082 Tex TClamp StenToAlphaDual Sten0 TFuncMod AlphaTest >
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0600d082 Tex TClamp StenToAlphaDual Sten0 TFuncMod AlphaTest >
uniform sampler2D tex;
uniform float u_texNoAlpha;
uniform float u_texMul;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t;
v.rgb *= u_texMul;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = vec4(v.rgb, 0.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:00000002 THR
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000002 THR
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-06-26 |
Unexpected mpeg first timestamp: 0 / 0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-05-06 |
Unexpected mpeg first timestamp: fffffffffff / 17592186044415 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-05-06 |
80630006=sceAtracSetDataAndGetID(08e1c9e0, 00043000): invalid RIFF header |
NARUTO: Ultimate Ninja Heroes |
v1.13.1-547-g9f4a84945 |
2023-05-02 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040cc000 offset: 0 (256x128 stride 192, 5551):
[COLOR seq:4490 C:040cc000/128(5551) Z:04088000/512 X:0 Y:0 reint: false]
[COLOR seq:4494 C:040cc000/192(5551) Z:04088000/512 X:0 Y:0 reint: false]
|
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-03-27 |
Error in shader compilation: info: ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:16: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:25: 'v_texcoord' : undeclared identifier
ERROR: 0:25: 'xy' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:25: 'texture' : no matching overloaded function found (using implicit conversion)
ERROR: 0:25: '=' : cannot convert from 'const float' to '4-component vector of float'
ERROR: 0:26: 'x' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:26: 'texSize' : undeclared identifier
ERROR: 0:26: 'x' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:28: 'fragColor0' : undeclared identifier
ERROR: 0:28: 'assign' : cannot convert from '4-component vector of float' to 'float'
reinterpret
#version 300 es
// Driver: Intel(R) HD Graphics for BayTrail - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec2 val) {
return uint(val.r * 255.99) | (uint(val.g * 255.99) << 8u);
}
vec4 unpackColor(uint color) {
vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);
outColor.rgb *= 1.0 / 31.0;
outColor.a = float(color >> 15);
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
out vec4 fragColor0;
void main() {
vec4 val = texture(tex, v_texcoord.xy);
float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0);
vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba));
fragColor0 = outColor;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2023-02-15 |
UI scissor out of bounds in MainScreen: 64,0-1174,721 / 1600,720 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2023-02-15 |
UI scissor out of bounds in GameSettingsScreen: 302,0-1287,721 / 1600,720 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2023-02-05 |
UI scissor out of bounds in GamePauseScreen: 171,47-171,2979 / 720,1476 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2023-02-05 |
UI scissor out of bounds in GamePauseScreen: 31,47-135,2979 / 720,1476 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2023-02-05 |
UI scissor out of bounds in GamePauseScreen: 1108,23-351,697 / 720,1476 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2023-02-05 |
UI scissor out of bounds in GamePauseScreen: 65,23-1032,697 / 720,1476 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-05 |
ReadFromHardware: Invalid address 00014000 near PC 0886880c LR 08868908 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-12-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-12-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-12-06 |
Branch in JumpReg delay slot at 08fca08c in block starting at 08fca044 |
NARUTO: Ultimate Ninja Heroes |
v1.10.3 |
2022-11-04 |
MIPSCompileOp: Invalid instruction 475f5053 |
NARUTO: Ultimate Ninja Heroes |
v1.10.3 |
2022-11-04 |
MIPSCompileOp: Invalid instruction 63736964 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-10-23 |
WriteToHardware: Invalid address 0000005c near PC 08000000 LR 08000000 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-10-19 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144908724 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-10-19 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145762800 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-10-19 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144920332 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-10-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-10-01 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
NARUTO: Ultimate Ninja Heroes |
v1.10.2 |
2022-09-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a87160, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.10.2 |
2022-09-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.13.1 |
2022-08-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.17.4-1 |
2024-11-02 |
sceNetAdhocMatchingInit(131072) at 089b39e4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.4-1 |
2024-11-02 |
sceNetAdhocMatchingInit(32768) at 089e33b4 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-08-01 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-06-23 |
80630006=sceAtracSetData(2, 08b9d600, 00038000): invalid RIFF header |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-06-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-06-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-06-19 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145042384 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-06-13 |
sceKernelCreateThread(name=update_thread): unsupported attributes a0000000 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-07-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2024-07-25 |
sceUtilityMsgDialogInitStart: invalid status |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-03-18 |
sceDmacMemcpy(dest=04000000, src=0965a490, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.10.3 |
2022-02-27 |
Ignoring func export sceCcc/67bf0d19, already implemented in HLE. |
NARUTO: Ultimate Ninja Heroes |
v1.10.2 |
2022-02-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b80000, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-01-25 |
An uneaten prefix at end of block: 08ac3ba4 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2021-12-23 |
sceKernelRegisterSubIntrHandler(30, 1, 08893958, 00000000): duplicate handler |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-12-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-12-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-01-14 |
sceDmacMemcpy(dest=04000000, src=0950a4a0, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-10-06 |
sceDmacMemcpy(dest=04000000, src=09628670, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-10-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-10-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-09-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-09-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-09-03 |
WriteToHardware: Invalid address 00000000 near PC 0887d15c LR 0887d15c |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-11-05 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-09-03 |
sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-08-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2022-08-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-09-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-09-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-08-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2021-12-28 |
sceDmacMemcpy(dest=04000000, src=09504740, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2022-11-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520 |
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2021-08-05 |
Unknown GetPointer 00000001 PC 00000001 LR 088856cc |
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2021-08-05 |
ReadFromHardware: Invalid address 2132aea0 near PC 0896111c LR 08960cd0 |
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2021-08-05 |
ReadFromHardware: Invalid address 11a26858 near PC 08960dfc LR 08960e40 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-07-30 |
Jump to invalid address: 002c3ed0 |
NARUTO: Ultimate Ninja Heroes |
v1.9.4 |
2021-07-21 |
Jump to invalid address: 03d0002c |
NARUTO: Ultimate Ninja Heroes |
v1.9.4 |
2021-07-21 |
Jump to invalid address: 07e4027c |
NARUTO: Ultimate Ninja Heroes |
v1.9.4 |
2021-07-21 |
An uneaten prefix at end of block: 0805c28c |
NARUTO: Ultimate Ninja Heroes |
v1.9.4 |
2021-07-21 |
WriteToHardware: Invalid address deadc9ee near PC 0805c23c LR 08000020 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2022-09-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e8b88, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2022-09-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e8b88, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.10.3 |
2021-06-26 |
WriteToHardware: Invalid address ffffffff near PC 0886808c LR 0886808c |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-06-25 |
WASAPI fallback format was unsupported |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-06-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-06-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2021-06-16 |
Unknown GetPointer 00000000 PC 089d0318 LR 089d0318 |
NARUTO: Ultimate Ninja Heroes |
v1.10.3 |
2021-06-14 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.7.1 |
2024-10-07 |
Savedata version requested: 3 |