Recent logs - Spider-Man(TM): Web of Shadows – Amazing Allies Edition

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Game title Version Latest Report Message
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 2030302e
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 000033fc
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 5f64656b
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 74616f6c
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 6e69625f
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 3b617461
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 4e554f42
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 4445202c
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 3a6e6f69
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 54414e2d
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 72616e69
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 4f5f4c47
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 6f6d5f65
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 74696e6f
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 00000024
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2020-06-28 Wrong magic number 00030010
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-06-11 Unknown GetPointer 00000000 PC 08ab6340 LR 08ab6340
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-05-23 Savedata version requested on save: 3
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-05-23 Savedata version requested: 3
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-05-22 Unknown GetPointer 00000000 PC 08b673b8 LR 08b673c8
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.6.3-492-g9fddfff66 2020-05-14 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-05-08 Render to texture with incompatible formats 3 != 1 at 04000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-18 GE Interrupt: newState might be 7
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-18 GE Interrupt: newState might be 6
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-18 GE Interrupt: newState might be 5
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-18 GE Interrupt: newState might be 3
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-18 GE Interrupt: newState might be 1
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-18 GE Interrupt: newState might be 4
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-18 GE Interrupt: newState might be 0
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-20 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-20 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-10 Video out requested, not supported: mode=0 size=0,0
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.3-80-g73bf6098e 2020-01-28 __KernelStopThread: thread 445 does not exist
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-05-17 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 r6p0-01rel0 [Revision 96995]. 01f14444:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.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 * color0.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 * color0.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 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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); } } gl_Position = outPos; }
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2019-12-18 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]. 03f10044:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp: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 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 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; 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_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); } } gl_Position = outPos; }
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2019-11-15 FBO using existing buffer as depthbuffer, 04154000/04110000 and 04110000/04110000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2019-11-13 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]. 01f14444:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.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 * color0.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 * color0.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 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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); } } gl_Position = outPos; }
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.5.4 2019-11-02 Error in shader compilation: info: Compile failed. 00000000:0000038e Tex TClampST TFuncRepl #version 100 precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; varying vec4 v_color0; varying highp vec3 v_texcoord; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); gl_FragColor = v; }
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-05-23 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 r5p0-01rel0 [Revision 96995]. 01f14444:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.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 * color0.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 * color0.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 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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); } } gl_Position = outPos; }
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-07-04 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 r7p0-00rel1 [Revision 96995]. 01f14444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.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 * color0.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 * color0.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 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); 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); } } gl_Position = outPos; }
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-04-23 Unknown GetPointer 00000000 PC 08ab0218 LR 08000020
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-06-28 Unknown GetPointer 00000000 PC 089ac39c LR 08000030
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-07-03 Unknown GetPointer 00000000 PC 08ab63a0 LR 08ab63a0
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4-2-g648bc5d 2019-03-22 Wrong magic number fff0fff4
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-06-20 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4.2 2020-06-28 Wrong magic number 00000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2019-11-03 GL ran out of GPU memory; switching to low memory mode
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-07-05 An uneaten prefix at end of block: 08c39d08
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-06-07 An uneaten prefix at end of block for 08c39cf4
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.7.5 2020-06-12 Attempting to texture from target (src=00110000 / target=00110000 / flags=7)
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4.2 2017-11-18 ReadFromHardware: Invalid address 114ae6d8 near PC 08c31700 LR 08c314ac
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4.2 2017-10-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4.2 2017-10-10 Loading module sceMpeg_library with version 0105, devkit 00000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4.2 2017-10-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4.2 2017-10-10 Loading module sceATRAC3plus_Library with version 0104, devkit 00000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.3.0.1 2017-07-26 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.3.0.1 2017-06-14 MIPSCompileOp: Invalid instruction 77bdfc16
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.3.0.1 2017-06-14 MIPSCompileOp: Invalid instruction cd3f8000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.3.0.1 2017-06-14 MIPSCompileOp: Invalid instruction 003f15bd
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.3.0.1 2017-06-14 MIPSCompileOp: Invalid instruction 01128001
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.3.0.1 2017-06-14 MIPSCompileOp: Invalid instruction 9c000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.4.2 2017-11-03 ReadFromHardware: Invalid address 114ae6d8 near PC 08000000 LR 08000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.2.2 2016-06-08 MIPSCompileOp: Invalid instruction 7f7fffff
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.5.2 2020-06-28 Loading module sceFont_Library with version 0101, devkit 03010110
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-07-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v0.9.8-685-gad177b3 2016-01-14 FBO created from existing depthbuffer as color, 00110000/00110000 and 00110000/00110000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v0.9.8-685-gad177b3 2016-01-14 FBO created from existing depthbuffer as color, 00110000/00110000 and 00000000/00110000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v0.9.8-685-gad177b3 2016-01-14 FBO created from existing depthbuffer as color, 00110000/00110000 and 00088000/00110000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v0.9.8-685-gad177b3 2016-01-14 FBO using existing buffer as depthbuffer, 00132800/00110000 and 00110000/00110000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v0.9.8-685-gad177b3 2016-01-14 FBO using existing buffer as depthbuffer, 0013b800/00110000 and 00110000/00110000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v0.9.8-685-gad177b3 2016-01-14 FBO using existing buffer as depthbuffer, 0013f800/00110000 and 00110000/00110000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v0.9.8-685-gad177b3 2016-01-14 FBO using existing buffer as depthbuffer, 0013e000/00110000 and 00110000/00110000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-07-05 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-02-15 Failed decrypting the PRX (ret = -1, size = 6138072, psp_size = 6138416)!
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-06-25 BREAK instruction hit