Recent logs - Crash® of the Titans

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Game title Version Latest Report Message
Crash® of the Titans v1.10.2 2020-07-09 sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=2, text=2
Crash® of the Titans v1.10.2 2020-07-09 sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=1, text=1
Crash® of the Titans v1.10.2 2020-07-09 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2
Crash® of the Titans v1.10.2 2020-07-09 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05559680
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555a400
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555f940
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05563840
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555fd40
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05559b80
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05555180
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555cac0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 049a0bc0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555e480
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05555cc0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555afc0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 049a0980
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 055563c0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 049a0ec0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05557c80
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555bb40
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05562bc0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05562e80
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 055621c0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05563bc0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05565280
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05563f40
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05564140
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05560a00
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555b1c0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05561c40
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555b680
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05555980
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555c7c0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 055580c0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555d800
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05562640
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05563580
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 055632c0
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05563a00
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05561980
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05559180
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555cf80
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05554e00
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 049a0800
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555d200
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05555b40
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05558200
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05556b40
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 0555a080
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05555300
Crash® of the Titans v1.8.0 2020-07-08 Jump to invalid address: 05561540
Crash® of the Titans v1.10.1 2020-07-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
Crash® of the Titans v1.10.1 2020-07-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
Crash® of the Titans v1.10.1 2020-07-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
Crash® of the Titans v1.10.1 2020-07-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Crash® of the Titans v1.9.0 2020-07-07 ReadFromHardware: Invalid address a90ee01b near PC a90ee01b LR 08b5742c
Crash® of the Titans v1.10 2020-07-05 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 r4p0-00rel0 [Revision 96995]. 03f00044:41c00b15 HWX T N LM Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); }
Crash® of the Titans v1.9.4 2020-07-03 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]. 03f00444:40c00b15 HWX T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
Crash® of the Titans v1.9.4 2020-07-03 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]. 03f04444:40c00b15 HWX T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-07-01 WriteToHardware: Invalid address 005b49b0 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.10 2020-06-30 MIPSCompileOp: Invalid instruction cfc01009
Crash® of the Titans v1.10 2020-06-30 ReadFromHardware: Invalid address 00000022 near PC 00000022 LR 08a6e538
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-30 WriteToHardware: Invalid address 0055c474 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-30 WriteToHardware: Invalid address 004d5670 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-29 WriteToHardware: Invalid address 003fd0d4 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-27 WriteToHardware: Invalid address 003030b4 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.9.0 2020-06-24 ReadFromHardware: Invalid address 5e8a5e84 near PC 5e8a5e84 LR 08b56ba0
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-19 Bad vertex address 0cbdcfb0!
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-19 Unknown GetPointer 00149c70 PC 08b8770c LR 08b0d61c
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Bad vertex address 0d5b0158!
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Bad vertex address 0234653c!
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Bad vertex address 00400f76!
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Bad vertex address 0f19e814!
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Bad vertex address 0f9c0d54!
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Bad vertex address 0f7b44fc!
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Bad vertex address 001aabf5!
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Unknown GetPointer 00195dbc PC 08b8770c LR 08b0d61c
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Unknown GetPointer 3eb01a00 PC 08b8770c LR 08b0d61c
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Unknown GetPointer beba6d60 PC 08b8770c LR 08b0d61c
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 WriteToHardware: Invalid address 03e91220 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 Unknown GetPointer fd2e5958 PC 08b8770c LR 08b0d61c
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 WriteToHardware: Invalid address 03e209e0 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-18 WriteToHardware: Invalid address 03e18380 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-17 WriteToHardware: Invalid address 03deffd8 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-17 WriteToHardware: Invalid address 03d656d0 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-17 WriteToHardware: Invalid address 03c61260 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-16 WriteToHardware: Invalid address 01f8b790 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-14 WriteToHardware: Invalid address 00545688 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.9.4 2020-06-13 Unknown GetPointer 00000000 PC 08b0d50c LR 08b0d61c
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-06-13 Bad vertex address 0000dd67!
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-05-30 WriteToHardware: Invalid address 005242d8 near PC 089ff8bc LR 089ff8bc
Crash® of the Titans v1.9.4 2020-05-30 Unknown GetPointer 000155a4 PC 08b8770c LR 08b0d61c
Crash® of the Titans v1.9.4 2020-06-13 Unknown GetPointer 000370d0 PC 08b47bb4 LR 08b47bd4
Crash® of the Titans v1.9.4 2020-05-28 Bad vertex address 0f2d2a2b!
Crash® of the Titans v1.8.0 2020-05-28 Unknown GetPointer 00000000 PC 08b0d6a8 LR 08b0d61c
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-05-23 Error in shader compilation: info: (unknown reason) 00000000:00000000 #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; }
Crash® of the Titans v1.6.3-492-g9fddfff66 2020-05-23 Error in shader compilation: info: (unknown reason) 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; }
Crash® of the Titans v1.9.3-80-g73bf6098e 2020-05-22 __KernelStopThread: thread 541 does not exist
Crash® of the Titans v1.9.4 2020-05-14 Unknown GetPointer ff2f02f4 PC 08b8770c LR 08b0d61c