Recent logs - Assassin's Creed: Bloodlines™

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Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.10.2 2023-03-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b72b74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.2 2023-03-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b72b74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.2 2023-03-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b17bc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-22 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]. 01f10044:00090b30 HWX T N Tex 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)) // 01f10044:00090b30 HWX T N Tex 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_cullRangeMa
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-21 Unimplemented HLE function sceKernelDcacheWritebackAll
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3a9f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3a9f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.2 2023-03-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b02304, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.2 2023-03-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b02304, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-10 80630006=sceAtracSetHalfwayBufferAndGetID(08bff040, 00001000, 00040000): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.14.3 2023-03-10 UI scissor out of bounds in SavedataScreen: 2616,150-0,148 / 2316,1080
Assassin's Creed: Bloodlines™ v1.14.3 2023-03-10 UI scissor out of bounds in GameSettingsScreen: 528,0-1912,1080 / 2316,1080
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-07 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 r6p0-00dev0 [Revision 96995]. 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: 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)) // 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull 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 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = splat3(0.0); 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; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-14 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 r6p0-01rel1 [Revision 96995]. 01f10044:00090b30 HWX T N Tex 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)) // 01f10044:00090b30 HWX T N Tex 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_cullRangeMa
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c04354, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c04354, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d009d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d009d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14 2023-02-26 UI scissor out of bounds in GamePauseScreen: 0,20-1115,797 / 718,714
Assassin's Creed: Bloodlines™ v1.13.2 2023-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d50c14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2023-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d50c14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-14 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 r6p0-01rel1 [Revision 96995]. 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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)) // 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull 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 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = splat3(0.0); 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; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.13.1-249-gf80dd088b 2023-02-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09eeadc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1-249-gf80dd088b 2023-02-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eeadc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b50ec4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b50ec4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-20 Jump to invalid address: 02140f50
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-20 00000400=sceGeEdramSetAddrTranslation(00001000)
Assassin's Creed: Bloodlines™ v1.14.2 2023-02-16 UI scissor out of bounds in MainScreen: 163,1530-75,176 / 720,1480
Assassin's Creed: Bloodlines™ v1.14.2 2023-02-16 UI scissor out of bounds in MainScreen: 82,1530-75,176 / 720,1480
Assassin's Creed: Bloodlines™ v1.14.2 2023-02-16 UI scissor out of bounds in MainScreen: 1,1530-75,176 / 720,1480
Assassin's Creed: Bloodlines™ v1.14.2 2023-02-16 UI scissor out of bounds in MainScreen: 0,1494-351,1548 / 720,1480
Assassin's Creed: Bloodlines™ v1.14.2 2023-02-16 UI scissor out of bounds in MainScreen: 0,1319-351,176 / 720,1480
Assassin's Creed: Bloodlines™ v1.14.2 2023-02-16 UI scissor out of bounds in MainScreen: 0,1319-351,1723 / 720,1480
Assassin's Creed: Bloodlines™ v1.14.2 2023-02-16 UI scissor out of bounds in MainScreen: 1066,13-400,707 / 720,1480
Assassin's Creed: Bloodlines™ v1.14.2 2023-02-16 UI scissor out of bounds in MainScreen: 0,0-1054,720 / 720,1480
Assassin's Creed: Bloodlines™ v1.14.2 2023-02-16 UI scissor out of bounds in MainScreen: 0,85-1054,635 / 720,1480
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cc2444, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cc2444, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2023-02-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3bcc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2023-02-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3bcc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb6344, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb6344, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-12 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]. 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: 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)) // 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull 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 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = splat3(0.0); 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; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09afd174, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09afd174, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2023-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d923d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2023-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d923d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2023-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09eaa284, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2023-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eaa284, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2023-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd45d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2023-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd45d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b02194, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b02194, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-06 Replacement rowPitch=512, but w=4512 (level=0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc7e14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc7e14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2023-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b84ba4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2023-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b84ba4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2023-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c604b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2023-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c604b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2023-02-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6e3c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2023-02-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6e3c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be9784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be9784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be3be4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be3be4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc6f44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc6f44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be6e34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be6e34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd0fc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd0fc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be9a64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be9a64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be9764, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be9764, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd8964, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd8964, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bcfb24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bcfb24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ef2b94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ef2b94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d63784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d63784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b7d6c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b7d6c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8e504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8e504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2023-01-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e128a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2023-01-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e128a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.1 2023-01-27 UI scissor out of bounds in GameSettingsScreen: 280,0-987,720 / 1199,720
Assassin's Creed: Bloodlines™ v1.14.1 2023-01-27 UI scissor out of bounds in GameSettingsScreen: 112,0-398,272 / 483,272
Assassin's Creed: Bloodlines™ v1.14.1 2023-01-27 UI scissor out of bounds in SavedataScreen: 1099,75-0,75 / 967,544
Assassin's Creed: Bloodlines™ v1.14.1 2023-01-27 UI scissor out of bounds in SavedataScreen: 1030,75-0,75 / 967,544
Assassin's Creed: Bloodlines™ v1.14.1 2023-01-27 UI scissor out of bounds in SavedataScreen: 1077,75-0,75 / 967,544
Assassin's Creed: Bloodlines™ v1.14.1 2023-01-27 UI scissor out of bounds in SavedataScreen: 1118,75-0,75 / 967,544
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-26 __KernelStopThread: thread 308 does not exist (helper deleted)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-24 WriteToHardware: Invalid address 00000244 near PC 08888454 LR 088d97e4