Recent logs - Assassin's Creed: Bloodlines™

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Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c003c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 __KernelStopThread: thread 335 does not exist (ApctlThread deleted)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b77e74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b77e74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-07-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdffa4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.17.3 2024-07-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c69164, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.3 2024-07-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c69164, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be43e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b53994, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b53994, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b18164, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b18164, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d74da4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09afe0e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09afe0e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba5c84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba5c84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bcb0b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bcb0b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bed974, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bed974, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b901e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b901e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-28 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 r6p0-00dev0 [Revision 96995]. 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 Cull 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 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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 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™ v1.13.1 2024-06-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c457d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2024-06-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c457d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c133e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c133e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-16 WriteToHardware: Invalid address 00000000 near PC 088cf958 LR 088cf888
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdd664, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdd664, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-06-03 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b54774, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-06-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b54774, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd3564, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-06-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd3564, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc9d04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2024-05-29 Could not setup streams, unexpected stream count: 13414
Assassin's Creed: Bloodlines™ v1.13.1 2024-05-29 Unexpected mpeg first timestamp: d59a080000 / 917412249600
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-28 AT3 header map lacks entry for bpf: 0 channels: 0
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-27 sceKernelLoadModule: unsupported options size=00000014, flags=089e4028, pos=0, access=1, data=2, text=2
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-27 sceKernelLoadModule: unsupported options size=00000014, flags=089e4028, pos=0, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b7a6f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b7a6f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-25 Drawing region rate add non-zero: 0160, 0100 of 01df, 010f
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-25 Unusual bezier/spline vtype: 12cb0585, morph: 2, bones: 5
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-25 VTYPE with morph used: THRU=1 TC=1 COL=1 POS=3 NRM=0 WT=2 NW=5 IDX=0 MC=3
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-25 Unknown GE command : 11001100
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-25 Bad vertex address 002b8480!
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-25 Bad vertex address 00558080!
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-25 Bad bounding box data: 008201
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-25 Unknown GE command : 030901ff
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-23 Unusual bezier/spline vtype: 12b1b4b8, morph: 4, bones: 7
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-23 VTYPE with morph used: THRU=1 TC=0 COL=6 POS=1 NRM=1 WT=2 NW=7 IDX=2 MC=5
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-23 Drawing region rate add non-zero: 0210, 0411 of 0287, 0285
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-23 Unknown GE command : fa6d2837
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-23 Bad vertex address 0b36154c!
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-23 Bad index address 0b51c18a!
Assassin's Creed: Bloodlines™ v1.17.1-491-g9cdd97c13b 2024-05-23 Unknown GE command : fb487950
Assassin's Creed: Bloodlines™ v1.16.6 2024-05-22 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 r8p0-00dev0 [Revision 96995]. 01f14440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f14440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull 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 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_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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 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
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b68064, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b68064, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-11 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]. 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 Cull 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 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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 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™ v1.8.0 2024-05-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb8254, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d461b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d461b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-25 80630007=sceAtracSetData(2, 08bb1680, 00038000): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-25 sceGeBreak(mode=0, unknown=08ba8c64): unknown ptr (valid)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09baa384, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09baa384, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc2d24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc2d24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-04-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bede34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-04-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bede34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-04-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b62a14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc3d04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc3d04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc4c34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc4c34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-21 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]. 01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 attribute vec3 position; attribute mediump vec3 normal; 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 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); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-15 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd5244, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd5244, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-12 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
Assassin's Creed: Bloodlines™ v1.11.2 2024-04-10 WriteToHardware: Invalid address 00000244 near PC 08a5689c LR 08a5689c
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-09 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 r10p0-00rel0 [Revision 96995]. 01f10444:00090b20 HWX T N 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 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00090b20 HWX T N 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 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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 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 || proj
Assassin's Creed: Bloodlines™ v1.14.4 2024-04-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c64e04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2024-04-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c64e04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4b944, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4b944, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b882b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b882b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-04-04 WriteToHardware: Invalid address 00000244 near PC 08a57bd4 LR 08a58e58
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-23 Game install with no files / data
Assassin's Creed: Bloodlines™ v1.16.6 2024-04-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5af24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-04-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5af24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2024-03-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c041b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2024-03-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c041b4, 4, 00000000, 0)