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Game title |
Version |
Latest Report |
Message |
Crash® of the Titans |
v1.17.1-770-g1f8a0add2 |
2024-09-06 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
Crash® of the Titans |
v1.17.1 |
2024-09-06 |
An uneaten prefix at end of block: 08c39d08 |
Crash® of the Titans |
v1.17.1 |
2024-08-29 |
Unknown GetPointerWrite 00006400 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-08-21 |
Unknown GetPointerWrite 00015ba8 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-07-07 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r2p1_05rel0 [Revision 96995].
01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float |
Crash® of the Titans |
v1.17.1 |
2024-07-07 |
Unknown GetPointerWrite 0a004626 PC 08c59f1c LR 08c5f2d4 |
Crash® of the Titans |
v1.17.1 |
2024-07-07 |
Unknown GetPointer a980a980 PC 08c59f1c LR 08c5f2d4 |
Crash® of the Titans |
v1.17.1 |
2024-06-26 |
Vertices without position found: (00000000) P: ? (3b) |
Crash® of the Titans |
v1.17.1 |
2024-06-17 |
Unknown GetPointerWrite 00016954 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-05-26 |
ReadFromHardware: Invalid address 000000c8 near PC 08b697a4 LR 08b69780 |
Crash® of the Titans |
v1.17.1 |
2024-05-19 |
Unknown GetPointerWrite 90d691d4 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-05-16 |
Branch in Jump delay slot at 09d1f010 in block starting at 09d1edb0 |
Crash® of the Titans |
v1.17.1 |
2024-05-16 |
Jump to invalid address: 04d61800 |
Crash® of the Titans |
v1.17.1 |
2024-05-16 |
Jump to invalid address: 075e2800 |
Crash® of the Titans |
v1.17.1 |
2024-05-16 |
Jump to invalid address: 0704d800 |
Crash® of the Titans |
v1.17.1 |
2024-05-16 |
Jump to invalid address: 0713a800 |
Crash® of the Titans |
v1.17.1 |
2024-05-16 |
Unknown GetPointerWrite 000370d0 PC 08c59ff0 LR 08b47bd4 |
Crash® of the Titans |
v1.17.1 |
2024-05-15 |
Jump to invalid address: 0704a000 |
Crash® of the Titans |
v1.17.1 |
2024-07-21 |
Unknown GetPointerWrite 000193fc PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-05-05 |
Unknown GetPointerWrite eff6940c PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-05-04 |
Unknown GetPointerWrite 5b42c5ac PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-06-20 |
Unknown GetPointerWrite 00000000 PC 08c59ff0 LR 08b47bd4 |
Crash® of the Titans |
v1.17.1 |
2024-04-15 |
MIPSCompileOp: Invalid instruction 730f23d1 |
Crash® of the Titans |
v1.17.1 |
2024-04-15 |
Jump to invalid address: 0345c0c0 |
Crash® of the Titans |
v1.17.1 |
2024-08-17 |
Unknown GetPointerWrite 000268b8 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-04-09 |
Unknown GetPointerWrite 0a2d6bd0 PC 08c59ff0 LR 08b47bd4 |
Crash® of the Titans |
v1.17.1 |
2024-08-25 |
Unknown GetPointerWrite 000300c0 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-04-05 |
Unknown GetPointerWrite 00028384 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-03-30 |
Jump to invalid address: 07400000 |
Crash® of the Titans |
v1.17.1 |
2024-03-30 |
Jump to invalid address: 0739dc00 |
Crash® of the Titans |
v1.17.1 |
2024-03-30 |
Jump to invalid address: 07478800 |
Crash® of the Titans |
v1.17.1 |
2024-05-16 |
Jump to invalid address: 034747c0 |
Crash® of the Titans |
v1.17.1 |
2024-09-05 |
Unknown GetPointerWrite 00022344 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-03-10 |
Unknown GetPointerWrite 0001c534 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.16.6 |
2024-02-27 |
Jump to invalid address: 00070cc4 |
Crash® of the Titans |
v1.17.1 |
2024-07-30 |
Unknown GetPointerWrite 000164f4 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-02-23 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
Crash® of the Titans |
v1.17.1 |
2024-02-23 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
Crash® of the Titans |
v1.17.1 |
2024-02-23 |
sceDmacMemcpy(dest=08f6c800, src=08f64600, size=8192): overlapping read |
Crash® of the Titans |
v1.17.1 |
2024-02-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=0891d6a0, pos=0, access=1, data=0, text=2 |
Crash® of the Titans |
v1.17.1 |
2024-09-03 |
Unknown GetPointerWrite 0000f9b0 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17 |
2024-02-10 |
Unknown GetPointerWrite 3fbda0a0 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.17.1 |
2024-09-05 |
Vertices without position found: (04000000) P: ? (3b) |
Crash® of the Titans |
v1.17 |
2024-02-02 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
Crash® of the Titans |
v1.17.1 |
2024-09-05 |
Vertices without position found: (12000000) P: ? (3b) |
Crash® of the Titans |
v1.17.1 |
2024-08-28 |
Unknown GetPointerWrite 0002ed10 PC 08c59f1c LR 08b0d61c |
Crash® of the Titans |
v1.16.6 |
2024-01-29 |
__KernelStopThread: thread 340 does not exist (helper deleted) |
Crash® of the Titans |
v1.16.6 |
2024-01-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2 |
Crash® of the Titans |
v1.16.6 |
2024-01-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1 |
Crash® of the Titans |
v1.17 |
2024-02-26 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
Crash® of the Titans |
v1.16.6-335-g3d508ef28 |
2024-01-17 |
Branch in Jump delay slot at 08000004 in block starting at 08000000 |
Crash® of the Titans |
v1.16.6 |
2024-01-08 |
Unknown GetPointerWrite 00029a7c PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.16.6 |
2024-01-01 |
Unexpected mpeg first timestamp: 906bf08d0c7 / 9924579479751 |
Crash® of the Titans |
v1.16.6 |
2023-12-15 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
Crash® of the Titans |
v1.16.6 |
2023-12-15 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Crash® of the Titans |
v1.16.6 |
2023-12-15 |
__KernelStopThread: thread 558 does not exist (helper deleted) |
Crash® of the Titans |
v1.16.6 |
2023-12-15 |
__KernelStopThread: thread 308 does not exist (helper deleted) |
Crash® of the Titans |
v1.16.6 |
2023-12-12 |
__KernelStopThread: thread 319 does not exist (helper deleted) |
Crash® of the Titans |
v1.17.1-770-g1f8a0add2 |
2024-08-07 |
Can't draw: No current render step. Step count: 0 |
Crash® of the Titans |
v1.16.6 |
2023-12-02 |
MIPSCompileOp: Invalid instruction 01010101 |
Crash® of the Titans |
v1.16.6 |
2023-11-20 |
Unknown GetPointerWrite 00007760 PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.16.6 |
2023-11-19 |
Unknown GetPointerWrite 0001c534 PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.16.6 |
2023-11-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2 |
Crash® of the Titans |
v1.13.2 |
2023-11-18 |
FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/00000000 |
Crash® of the Titans |
v1.16.6 |
2023-11-15 |
Unknown GetPointerWrite 0000fa50 PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.16.6 |
2023-12-04 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f00444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f00444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x |
Crash® of the Titans |
v1.16.6 |
2023-12-04 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
flo |
Crash® of the Titans |
v1.15.4 |
2023-11-05 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r6p0-01rel1 [Revision 96995].
01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
flo |
Crash® of the Titans |
v1.15.4 |
2023-11-05 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r6p0-01rel1 [Revision 96995].
01f00444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f00444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x |
Crash® of the Titans |
v1.14.4 |
2023-11-02 |
Unknown GetPointerWrite 0002d35c PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.16.6 |
2023-10-29 |
ReadFromHardware: Invalid address 00000001 near PC 00000001 LR 00000001 |
Crash® of the Titans |
v1.16.3 |
2023-09-28 |
Jump to invalid address: 03292920 |
Crash® of the Titans |
v1.16.3 |
2023-09-28 |
Branch in Jump delay slot at 08d1006c in block starting at 08d10060 |
Crash® of the Titans |
v1.16.3 |
2023-09-28 |
Jump to invalid address: 02365380 |
Crash® of the Titans |
v1.16.3 |
2023-09-28 |
Branch in Jump delay slot at 08d10068 in block starting at 08d10060 |
Crash® of the Titans |
v1.16.3 |
2023-09-28 |
Jump to invalid address: 034401d0 |
Crash® of the Titans |
v1.16.3 |
2023-09-28 |
Branch in Jump delay slot at 08d10064 in block starting at 08d10060 |
Crash® of the Titans |
v1.16.3 |
2023-09-28 |
Jump to invalid address: 032929b0 |
Crash® of the Titans |
v1.16.3 |
2023-09-28 |
Branch in Jump delay slot at 08d10060 in block starting at 08d10060 |
Crash® of the Titans |
v1.15.4 |
2023-09-22 |
Unknown GetPointerWrite 0008b22c PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.16.6 |
2023-11-04 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2 |
Crash® of the Titans |
v1.12.3-599-geee62849f |
2023-09-19 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
Crash® of the Titans |
v1.16.6 |
2023-11-28 |
Vertices without position found: (00000000) P: ? (size: 3) |
Crash® of the Titans |
v1.15.4 |
2023-09-13 |
Unknown GetPointerWrite fd5f4440 PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.12.3 |
2023-09-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=088fbbf8, pos=0, access=1, data=1, text=1 |
Crash® of the Titans |
v1.12.3 |
2023-09-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=089c6f4c, pos=0, access=1, data=1, text=1 |
Crash® of the Titans |
v1.12.3 |
2023-09-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=088fbbf8, pos=0, access=1, data=2, text=2 |
Crash® of the Titans |
v1.9.0 |
2023-09-08 |
Unknown GetPointer 002fc768 PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.9.0 |
2023-09-06 |
Unknown GetPointer 3f8d8f0c PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.15.4 |
2023-09-05 |
Truncating vertex count from 41838 to 21845 |
Crash® of the Titans |
v1.4 |
2023-08-21 |
ReadFromHardware: Invalid address 000000c0 near PC 08b55dbc LR 08b55d94 |
Crash® of the Titans |
v1.16.6 |
2023-12-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=2, text=2 |
Crash® of the Titans |
v1.14.4 |
2023-07-20 |
Unknown GetPointerWrite 3f3d6dd0 PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.13.2 |
2023-07-19 |
Unknown GetPointer 00000000 PC 00000000 LR 08b55e30 |
Crash® of the Titans |
v1.14.4 |
2023-07-18 |
Unknown GetPointerWrite 40a45124 PC 08b8770c LR 08b0d61c |
Crash® of the Titans |
v1.14.4 |
2023-07-12 |
Unknown GetPointerWrite 00000000 PC 08b47bcc LR 08b47bd4 |
Crash® of the Titans |
v1.16.6 |
2024-01-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2 |
Crash® of the Titans |
v1.16.6 |
2024-01-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=0892b22c, pos=0, access=1, data=2, text=2 |
Crash® of the Titans |
v1.17.1 |
2024-09-06 |
sceKernelCreateThread(name=update_thread): unsupported attributes a0000000 |
Crash® of the Titans |
v1.15.4 |
2023-06-21 |
VTYPE with morph used: THRU=1 TC=0 COL=0 POS=1 NRM=1 WT=2 NW=5 IDX=0 MC=5 |