Recent logs - Diabolik: The Original Sin

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Game title Version Latest Report Message
Diabolik: The Original Sin v1.17.1 2024-04-23 ELF relocation HI16/4 pair (instead of LO16) at 08916310 / 08916320
Diabolik: The Original Sin v1.17.1 2024-04-23 ELF relocation HI16/1(16) pair (instead of LO16) at 088c8e28 / 088c8e2c
Diabolik: The Original Sin v1.15.4 2023-07-24 Unexpected mpeg first timestamp: 81000e88e28 / 8864827739688
Diabolik: The Original Sin v1.15.4 2023-07-24 Unexpected mpeg first timestamp: dd6b16bff22 / 15215750807330
Diabolik: The Original Sin v1.14.4 2023-07-22 Error in shader compilation: info: Compile failed. WARNING: 0:59: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:89: 'function_call_constructor@float_float@119' : used without being initialised WARNING: 0:94: 'function_call_constructor@vec3_vec3@123' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000928 HWX C T Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #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 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; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; de
Diabolik: The Original Sin v1.14.1 2023-07-17 Unexpected mpeg first timestamp: 1101010101 / 73031287041
Diabolik: The Original Sin v1.14.1 2023-07-17 Unexpected mpeg first timestamp: 23451e11326 / 2423735259942
Diabolik: The Original Sin v1.14.1 2023-07-15 UI scissor out of bounds in CwCheatScreen: 464,0-976,721 / 1440,720
Diabolik: The Original Sin v1.14.1 2023-07-14 UI scissor out of bounds in GameSettingsScreen: 238,0-1191,721 / 1440,720
Diabolik: The Original Sin v1.14.1 2023-07-17 Unexpected mpeg first timestamp: bbbbb544433 / 12900929651763
Diabolik: The Original Sin v1.15.3 2023-05-11 Unexpected mpeg first timestamp: e7be / 59326
Diabolik: The Original Sin v1.12.3 2022-03-17 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Diabolik: The Original Sin v1.9.0 2022-02-01 Unknown GetPointer 00000000 PC 089acf30 LR 08000030
Diabolik: The Original Sin v1.15.3 2023-05-11 Unexpected mpeg first timestamp: f0000 / 983040
Diabolik: The Original Sin v1.8.0 2019-06-01 Unexpected mpeg first timestamp: 455080000 / 18606456832
Diabolik: The Original Sin v1.8.0 2019-06-01 Unexpected mpeg first timestamp: ffffffff023 / 17592186040355
Diabolik: The Original Sin v1.8.0 2023-07-24 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
Diabolik: The Original Sin v1.9.4 2023-10-15 80630006=sceAtracSetDataAndGetID(08c049c0, 00020000): invalid RIFF header
Diabolik: The Original Sin v1.9.4 2023-10-15 80630006=sceAtracSetDataAndGetID(08bdc600, 00020000): invalid RIFF header
Diabolik: The Original Sin v1.9.4 2023-07-24 Unexpected mpeg first timestamp: 0 / 0