Recent logs - Assassin's Creed: Bloodlines™

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Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.12.3 2022-12-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c520a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-12-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c520a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-12-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c30d14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-12-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c30d14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c20d04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c20d04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd7664, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd7664, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 35256
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-25 sceKernelCreateThread(name=PGE File): unsupported attributes 00000006
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-25 sceKernelCreateThread(name=PGE Wav): unsupported attributes 00000006
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-25 sceKernelCreateThread(name=PGE Timer): unsupported attributes 00000006
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-25 sceKernelCreateThread(name=PGE Controls): unsupported attributes 00000006
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-25 sceKernelCreateThread(name=PGE System): unsupported attributes 00000006
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-25 sceKernelCreateThread(name=PGE Math): unsupported attributes 00000006
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-25 FBO using existing buffer as depthbuffer, 04154000/04000000 and 04000000/04110000
Assassin's Creed: Bloodlines™ v1.12.3 2022-11-24 __KernelStopThread: thread 308 does not exist
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fff670, pos=0, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be65f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be65f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba1ed4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba1ed4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd1b04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd1b04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c40254, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-11-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c40254, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09beab04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09beab04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d62ce4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d62ce4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d353a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d353a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c32d34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c32d34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 Branch in RSRTComp delay slot at 08800854 in block starting at 08800844
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 Branch in RSRTComp delay slot at 08800874 in block starting at 08800874
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d456b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d456b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4ad34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4ad34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4aeb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4aeb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-11-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d2ca34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-11-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d2ca34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5ecc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5ecc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-16 Texture with unexpected bufw (full=32048)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c21864, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c21864, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0aae4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0aae4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5c524, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5c524, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b74a04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b74a04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-11-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b09fe4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-11-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b09fe4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-11-07 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 01f10444:00090b34 HWX T N Fog Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 1.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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; }
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-03 WriteToHardware: Invalid address 00000000 near PC 088dab10 LR 088da9bc
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b00d34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-11-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b00d34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2022-10-29 MIPSCompileOp: Invalid instruction 63736964
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b79bd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b79bd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ed5554, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ed5554, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10-6-g8ac4efd3c 2022-10-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d3b214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2-2077-g0b375bb35 2022-11-28 00000400=sceGeEdramSetAddrTranslation(00000400)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-22 Unknown GetPointer 00000000 PC 00000000 LR 0884a0d4
Assassin's Creed: Bloodlines™ v1.12.3 2022-10-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d1d4d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-10-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d1d4d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-10-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bea314, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-10-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bea314, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c721a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c721a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-17 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 r6p0-01rel1 [Revision 96995]. 01f10444:00090b34 HWX T N Fog Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 1.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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; }
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-17 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 r6p0-01rel1 [Revision 96995]. 03f10444:41c00b34 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoor
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-16 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel1 [Revision 96995]. 03710044:41c90b34 HWX T N Fog Tex TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1 WScale 1 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(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); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 1.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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
Assassin's Creed: Bloodlines™ v1.12.3 2022-10-15 __KernelStopThread: thread 316 does not exist
Assassin's Creed: Bloodlines™ v1.13.1 2022-10-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba5504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-10-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba5504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b17db4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b17db4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-10-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c13844, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cb1ff4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cb1ff4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c182e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c182e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-10 __KernelStopThread: thread 627 does not exist
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b71de4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b71de4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6a0c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-10-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6a0c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2022-10-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af1b84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc4154, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bddc64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb2574, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb2574, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.2 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb9a94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.2 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb9a94, 4, 00000000, 0)