Recent logs - Assassin's Creed: Bloodlines™

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™ v1.17.1 2024-02-23 An uneaten prefix at end of block: 08ab5b60
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-23 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=2 MC=7
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-23 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-23 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af2a04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af2a04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf6184, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bf6184, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-02-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09eff764, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-02-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b58e94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-02-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b58e94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c7fa24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c7fa24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b58e74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b58e74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0c304, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0c304, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b879a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b879a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b9c844, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b9c844, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d26264, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d26264, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc9eb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc9eb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b31d34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-03 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6b7b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6b7b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-03 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c384a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c384a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d47074, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d47074, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aeb474, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-02-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aeb474, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aec084, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aec084, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-01-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0ea24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17 2024-01-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0ea24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c47c94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c47c94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbe134, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbe134, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2024-01-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6a184, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2024-01-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6a184, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2024-01-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d392e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2024-01-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d392e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b90764, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b90764, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ce5584, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ce5584, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09babe94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09babe94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-20 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]. 01710444:00000328 HWX C N 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)) // 01710444:00000328 HWX C N 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™ v1.16.6 2024-01-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d43024, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d43024, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2024-01-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c8bb04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2024-01-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c8bb04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.5 2024-01-07 ReadFromHardware: Invalid address 00000068 near PC 0883cae4 LR 0883cae8
Assassin's Creed: Bloodlines™ v1.13.2 2024-01-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c1ddb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2024-01-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1ddb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2024-01-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c62d94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2024-01-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c62d94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b661e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b661e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-03 Rendering to framebuffer offset at 04161800 +64x0 (stride 1024)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-02 __KernelStopThread: thread 359 does not exist (helper deleted)
Assassin's Creed: Bloodlines™ v1.16.6 2024-01-11 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 r10p0-00dev0 [Revision 96995]. 01710444:00000328 HWX C N 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)) // 01710444:00000328 HWX C N 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™ v1.16.6 2023-12-30 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 r10p0-00dev0 [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™ v1.16.6 2023-12-26 Failed decrypting the PRX (ret = -1, size = 4541300, psp_size = 4541648)!
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b84284, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b84284, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2023-12-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba2024, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2023-12-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba2024, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d52814, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d52814, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2023-12-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbc7b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2023-12-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbc7b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2023-12-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b77314, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c15b64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c15b64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b58a64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b58a64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2023-12-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d7e304, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2023-12-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d7e304, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-14 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 r8p0-01rel0 [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-450 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 || projZ
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-12 MIPSCompileOp: Invalid instruction 00020001
Assassin's Creed: Bloodlines™ v1.14.4 2023-12-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdfdb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2023-12-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cf1a54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2023-12-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cf1a54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0e754, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0e754, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c37494, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2023-12-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c37494, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.4 2023-12-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba1214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.4 2023-12-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c17b44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.4 2023-12-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c17b44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.3 2023-12-06 __KernelStopThread: thread 287 does not exist (helper deleted)
Assassin's Creed: Bloodlines™ v1.16.6 2023-11-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b53074, 4, 00000000, 0)