Recent logs - NARUTO: Ultimate Ninja Heroes

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Game title Version Latest Report Message
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 v1.15.4 2023-08-26 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 v1.16.6 2024-01-14 sceNetAdhocMatchingInit(131072) at 089b39e4
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-03-21 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 v1.12.3 2022-08-06 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 v1.13.2 2022-12-21 Savedata version requested: 3
NARUTO: Ultimate Ninja Heroes v1.12.3 2022-08-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
NARUTO: Ultimate Ninja Heroes v1.15.4 2024-03-21 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
NARUTO: Ultimate Ninja Heroes v1.15.4 2024-03-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
NARUTO: Ultimate Ninja Heroes v1.12.3 2022-08-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
NARUTO: Ultimate Ninja Heroes v1.11.3 2021-07-30 Jump to invalid address: 002c3eb8
NARUTO: Ultimate Ninja Heroes v1.11.3 2022-11-04 Unknown GetPointer 00000000 PC 00000000 LR 00000000
NARUTO: Ultimate Ninja Heroes v1.11.3 2021-11-28 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
NARUTO: Ultimate Ninja Heroes v1.10.3 2021-03-08 Render to texture with incompatible formats 3 != 0 at 04044000
NARUTO: Ultimate Ninja Heroes v1.12.3 2021-12-17 Video out requested, not supported: mode=0 size=0,0
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-04-15 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
NARUTO: Ultimate Ninja Heroes v1.11.2 2021-02-27 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
NARUTO: Ultimate Ninja Heroes v1.11.2 2021-02-27 sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1