Recent logs - Los Simpson™ El Videojuego

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Game title Version Latest Report Message
Los Simpson™ El Videojuego v1.13.1-438-g15f51c306 2023-03-19 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:1 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.13.1-438-g15f51c306 2023-03-19 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:31 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.13.1-438-g15f51c306 2023-03-19 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:57 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.13.1-438-g15f51c306 2023-03-19 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:35 C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.14.1 2023-03-19 Unimplemented HLE function sceKernelStopUnloadSelfModule
Los Simpson™ El Videojuego v1.14.2 2023-03-16 UI scissor out of bounds in GameSettingsScreen: 270,0-1320,721 / 1600,720
Los Simpson™ El Videojuego v1.14.2 2023-03-16 UI scissor out of bounds in MainScreen: 46,0-1213,721 / 1600,720
Los Simpson™ El Videojuego v1.14.4 2023-03-09 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Los Simpson™ El Videojuego v1.14.4 2023-03-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0)
Los Simpson™ El Videojuego v1.14.4 2023-03-02 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1
Los Simpson™ El Videojuego v1.14.4 2023-03-02 sceKernelLoadModule: unsupported options size=00000014, flags=ffffdeec, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.14.2 2023-01-17 UI scissor out of bounds in GameSettingsScreen: 0,68-720,1134 / 1280,720
Los Simpson™ El Videojuego v1.14.2 2023-01-17 UI scissor out of bounds in GameSettingsScreen: 223,0-1047,720 / 720,1280
Los Simpson™ El Videojuego v1.14.2 2023-01-17 UI scissor out of bounds in GameSettingsScreen: 223,0-1046,720 / 1203,720
Los Simpson™ El Videojuego v1.14.2 2023-01-16 UI scissor out of bounds in GameSettingsScreen: 134,0-503,272 / 604,272
Los Simpson™ El Videojuego v1.14.4 2023-01-15 MIPSCompileOp: Invalid instruction 00000b3d
Los Simpson™ El Videojuego v1.14.4 2023-01-15 Jump to invalid address: 03691a40
Los Simpson™ El Videojuego v1.14.4 2023-01-06 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(74) : warning C7050: "distance" might be used before being initialized fs: 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > uniform sampler2D tex; 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; vec4 v = p * t; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; } vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 l
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; 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; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 40000000:00000930 HWX T Tex Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000930 HWX T Tex Flat Cull in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; v_color0 = u_matambientalpha; 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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00194000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > TestDiscardToZero #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00194000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > TestDiscardToZero uniform sampler2D tex; 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; vec4 v = p * t; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) v.a = 0.0; fragColor0 = v; } vs: 40000000:00000938 HWX C T Tex Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000938 HWX C T Tex Flat Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; v_color0 = color0; 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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > uniform sampler2D tex; 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; vec4 v = p * t; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; } vs: 40000000:00000938 HWX C T Tex Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000938 HWX C T Tex Flat Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; v_color0 = color0; 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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(74) : warning C7050: "distance" might be used before being initialized fs: 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; 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; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; if ((
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(71) : warning C7050: "distance" might be used before being initialized fs: 00180000:0100d000 StenToAlpha StenUniform AlphaTest > #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0100d000 StenToAlpha StenUniform AlphaTest > uniform uint u_alphacolorref; uniform uint u_alphacolormask; uniform float u_stencilReplaceValue; 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 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01000000:80000928 HWX C T Light: LightUberShader Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000928 HWX C T Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(74) : warning C7050: "distance" might be used before being initialized fs: 00184000:00000002 Tex Flat TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:00000002 Tex Flat TFuncMod uniform sampler2D tex; 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; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >>
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(74) : warning C7050: "distance" might be used before being initialized fs: 00184000:0000002e Tex TexAlpha Flat TFuncRepl #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:0000002e Tex TexAlpha Flat TFuncRepl uniform sampler2D tex; 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 v = t; fragColor0 = v; } vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (t
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(71) : warning C7050: "distance" might be used before being initialized fs: 00184000:05000000 Flat StenToAlpha Sten0 #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:05000000 Flat StenToAlpha Sten0 in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = vec4(v.rgb, 0.0); } vs: 41000000:80000928 HWX C T Light: LightUberShader Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 41000000:80000928 HWX C T Light: LightUberShader Flat Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; }
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(75) : warning C7050: "distance" might be used before being initialized fs: 00184000:0100002e Tex TexAlpha Flat StenToAlpha StenUniform TFuncRepl #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:0100002e Tex TexAlpha Flat StenToAlpha StenUniform TFuncRepl uniform sampler2D tex; uniform float u_stencilReplaceValue; 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 v = t; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 41000000:80000b38 HWX C T N Tex Light: LightUberShader Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 41000000:80000b38 HWX C T N Tex Light: LightUberShader Flat Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; if ((u_l
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(75) : warning C7050: "distance" might be used before being initialized fs: 00184000:05000002 Tex Flat StenToAlpha Sten0 TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:05000002 Tex Flat StenToAlpha Sten0 TFuncMod uniform sampler2D tex; 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; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = vec4(v.rgb, 0.0); } vs: 41000000:80000b38 HWX C T N Tex Light: LightUberShader Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 41000000:80000b38 HWX C T N Tex Light: LightUberShader Flat Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; if ((u_lightControl & 1u) != 0x0u) { uint comp
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(74) : warning C7050: "distance" might be used before being initialized fs: 00184000:0100002e Tex TexAlpha Flat StenToAlpha StenUniform TFuncRepl #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:0100002e Tex TexAlpha Flat StenToAlpha StenUniform TFuncRepl uniform sampler2D tex; uniform float u_stencilReplaceValue; 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 v = t; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; if ((u_lightControl & 1u) !=
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered 0(74) : warning C7050: "distance" might be used before being initialized fs: 00184000:05000002 Tex Flat StenToAlpha Sten0 TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00184000:05000002 Tex Flat StenToAlpha Sten0 TFuncMod uniform sampler2D tex; 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; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = vec4(v.rgb, 0.0); } vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >>
Los Simpson™ El Videojuego v1.14.4 2023-01-05 Error in shader program link: info: Vertex info ----------- error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered fs: 00180000:01000002 Tex StenToAlpha StenUniform TFuncMod #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:01000002 Tex StenToAlpha StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; 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; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:00000930 HWX T Tex Cull #version 140 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000930 HWX T Tex Cull in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; v_color0 = u_matambientalpha; 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 > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
Los Simpson™ El Videojuego v1.14.2 2023-01-04 UI scissor out of bounds in GameSettingsScreen: 238,0-1311,721 / 1560,720
Los Simpson™ El Videojuego v1.12.2 2023-01-04 80630006=sceAtracSetDataAndGetID(08cf2030, 00001000): invalid RIFF header
Los Simpson™ El Videojuego v1.14.2 2022-12-31 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
Los Simpson™ El Videojuego v1.14.4 2023-03-24 DEPTH16 depal unsupported: shift=7 mask=fe offset=0
Los Simpson™ El Videojuego v1.14.1 2022-12-27 sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.13.2 2022-12-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
Los Simpson™ El Videojuego v1.13.2 2022-11-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.13.2 2022-11-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1
Los Simpson™ El Videojuego v1.13.2 2022-11-18 80630006=sceAtracSetDataAndGetID(08d06c70, 00001000): invalid RIFF header
Los Simpson™ El Videojuego v1.14.4 2023-03-02 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
Los Simpson™ El Videojuego v1.13.2 2022-11-05 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.14.1 2022-12-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
Los Simpson™ El Videojuego v1.12.3 2022-10-30 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 41308910
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 42a58aeb
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 40f003e0
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 000021ba
Los Simpson™ El Videojuego v1.13.2 2022-10-27 Jump to invalid address: 05db1180
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 420044e1
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 41bc2b15
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 00000005
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 4109e5bd
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 420ffaec
Los Simpson™ El Videojuego v1.13.2 2022-10-27 Jump to invalid address: 0583ff40
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 03fe0005
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 000021be
Los Simpson™ El Videojuego v1.13.2 2022-10-27 Jump to invalid address: 02a725a0
Los Simpson™ El Videojuego v1.13.2 2022-10-27 Jump to invalid address: 05824880
Los Simpson™ El Videojuego v1.13.2 2022-10-27 MIPSCompileOp: Invalid instruction 000021fa
Los Simpson™ El Videojuego v1.13.2 2022-10-27 Jump to invalid address: 03728140
Los Simpson™ El Videojuego v1.13.2 2022-10-27 Jump to invalid address: 0581bcc0
Los Simpson™ El Videojuego v1.13.1-438-g15f51c306 2022-09-09 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:27 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:93 C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.13.1 2022-09-06 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
Los Simpson™ El Videojuego v1.13.1-453-gfc81b76b9 2023-03-19 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:107 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:105 C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.12.3 2022-08-31 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01513DATA/3RDINS.BIN, 09f755b0, 00000002)
Los Simpson™ El Videojuego v1.12.3 2022-08-31 sceIoChstat: change attr to 0000 requested
Los Simpson™ El Videojuego v1.13.1 2022-08-29 scePsmfPlayerChangePlayMode(0936ffbc, 0, 0): play speed not changed
Los Simpson™ El Videojuego v1.10.3 2022-08-21 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.13.2 2023-01-13 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.13.2 2023-02-13 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.12.2 2022-08-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
Los Simpson™ El Videojuego v1.13.2 2022-11-05 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.13.2 2022-11-30 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.13.2 2023-02-26 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.12.1 2022-07-28 Jump to invalid address: 03695a00 PC 08da49c0 LR 0897590c
Los Simpson™ El Videojuego v1.12.3 2022-07-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.13.2 2023-03-26 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false]
Los Simpson™ El Videojuego v1.12.3 2022-07-21 Jump to invalid address: 07dd3f80
Los Simpson™ El Videojuego v1.12.3 2022-07-21 Jump to invalid address: 038bcde0
Los Simpson™ El Videojuego v1.12.3 2022-07-21 Jump to invalid address: 038bcd7c
Los Simpson™ El Videojuego v1.12.3 2022-07-21 Jump to invalid address: 038bcd60
Los Simpson™ El Videojuego v1.12.3 2022-07-18 Jump to invalid address: 05684460
Los Simpson™ El Videojuego v1.14.4 2023-03-02 Unimplemented HLE function Kprintf
Los Simpson™ El Videojuego v1.12.3 2022-07-02 Unimplemented HLE function sceIoAddDrv
Los Simpson™ El Videojuego v1.12.3 2022-06-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
Los Simpson™ El Videojuego v1.12.3 2022-06-24 MFIC instruction hit (70020024) at 08224940
Los Simpson™ El Videojuego v1.12.3 2022-06-24 Unimplemented HLE function sceKernelDcacheWritebackAll
Los Simpson™ El Videojuego v1.12.3 2022-06-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.12.3-1158-g287dd66f2 2022-05-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.12.3-1158-g287dd66f2 2022-05-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
Los Simpson™ El Videojuego v1.12.3-1158-g287dd66f2 2022-05-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.12.3-1158-g287dd66f2 2022-05-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1
Los Simpson™ El Videojuego v1.12.3 2022-05-12 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 041c3b00 offset: 0 (512x512 stride 256, 565)
Los Simpson™ El Videojuego v1.12.3 2022-05-12 Ignoring possible texturing from framebuffer at 041a2d00 +0x140 / 256x272
Los Simpson™ El Videojuego v1.12.3 2022-05-12 sceKernelLoadModule: unsupported options size=00000014, flags=00000130, pos=1, access=1, data=2, text=2
Los Simpson™ El Videojuego v1.12.3 2022-04-13 80630006=sceAtracSetDataAndGetID(08a909c0, 80020323): invalid RIFF header
Los Simpson™ El Videojuego v1.14.4 2023-03-09 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Los Simpson™ El Videojuego v1.12.3 2022-04-05 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header