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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 |