To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
Assassin's Creed: Bloodlines™ |
v1.12.2 |
2022-08-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c59a24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.2 |
2022-08-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c59a24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c183a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b86264, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b86264, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6fa94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6fa94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-08-16 |
__KernelStopThread: thread 703 does not exist |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-08-16 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 12845132 |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-16 |
80630007=sceAtracSetData(2, 08d4b1c0, 00019800): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-16 |
80630007=sceAtracSetData(2, 08d4b1c0, 00018700): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-16 |
80630007=sceAtracSetData(2, 08d4b1c0, 0000bc60): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-16 |
80630007=sceAtracSetData(2, 08d4b1c0, 00003a58): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-14 |
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].
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™ |
v1.12.3 |
2022-08-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b50124, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-08-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b50124, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-14 |
80630007=sceAtracSetData(2, 08d4b1c0, 00004e08): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-16 |
80630007=sceAtracSetData(2, 08d4b1c0, 00018000): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-14 |
80630007=sceAtracSetData(2, 08d4b1c0, 00005000): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-14 |
80630007=sceAtracSetData(2, 08d4b1c0, 00012e00): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-16 |
80630007=sceAtracSetData(2, 08d4b1c0, 00015700): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-14 |
80630007=sceAtracSetData(2, 08d4b1c0, 0000d800): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-14 |
80630007=sceAtracSetData(2, 08d4b1c0, 0000fe00): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-14 |
Rendering to framebuffer offset: 040cc000 +65x0 |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-16 |
80630007=sceAtracSetData(2, 08d13180, 00038000): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-14 |
sceGeBreak(mode=0, unknown=08d09918): unknown ptr (valid) |
Assassin's Creed: Bloodlines™ |
v1.7.1 |
2022-08-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb1224, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.7.1 |
2022-08-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb1224, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-08-09 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b03ef4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-08-09 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b03ef4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-09 |
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 r6p0-01rel0 [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-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™ |
v1.13.1 |
2022-08-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e2cfb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e2cfb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-07 |
__KernelStopThread: thread 337 does not exist |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-08-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b010c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-08-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b010c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d1cb54, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d1cb54, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d1ccb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d1ccb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbc874, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbc874, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-08-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b03804, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-08-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b03804, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-08-05 |
__KernelStopThread: thread 297 does not exist |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-05 |
Waiting thread for 20 that was already waiting for 20 |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-02 |
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].
01f10444:00090b34 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™ |
v1.13.1 |
2022-08-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b073a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b073a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b77284, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-08-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b77284, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-07-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b78914, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.1 |
2022-07-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b78914, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.3 |
2022-07-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba7db4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.3 |
2022-07-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba7db4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.3 |
2022-07-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba7f34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.3 |
2022-07-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba7f34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.3 |
2022-07-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c6e7c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.3 |
2022-07-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c6e7c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2022-07-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d94964, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2022-07-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d94964, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b70704, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b70704, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd2224, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd2224, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bef624, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bef624, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2022-07-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b90334, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2022-07-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b90334, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2022-07-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6cb24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2022-07-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6cb24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2022-07-24 |
Unknown GE command : 11ffffff |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2022-07-24 |
Ignoring func export sceCcc/fb7846e2, already implemented in HLE. |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2022-07-24 |
Ignoring func export sceCcc/f1b73d12, already implemented in HLE. |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d28d84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d28d84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6e5a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6e5a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cde764, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cde764, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbae94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbae94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-07-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c60bb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-07-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c60bb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-07-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c60124, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-07-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c60124, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2022-07-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c78b04, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c27ef4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c27ef4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b56c24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b56c24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c42ff4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c42ff4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.2 |
2022-07-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09adbb64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.6.2 |
2022-07-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09adbb64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-10 |
Jump to invalid address: 051e0570 |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-10 |
Branch in Jump delay slot at 0946a258 in block starting at 0946a22c |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-10 |
Jump to invalid address: 051a8cc0 |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-10 |
Branch in Jump delay slot at 0946a254 in block starting at 0946a22c |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2022-07-10 |
Jump to invalid address: 051a8a00 |