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™ v1.9.4 2020-10-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b32154, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5b0c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc90d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb72b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-16 sceKernelLoadModule: unsupported options size=00000014, flags=08bf68e0, pos=0, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf2224, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bf2224, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-12 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-12 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
Assassin's Creed: Bloodlines™ v1.9.3 2020-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e06904, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e06904, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3cf14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3cf14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b587e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b587e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4b8d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4b8d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc5434, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc5434, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b49ab4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b49ab4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2020-10-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b30a84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.5.4 2020-10-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b30a84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c20374, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c20374, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-08 Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul' 0:391: L0001: else statement not preceded by if postshader #ifdef GL_ES precision mediump float; #endif // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLco
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-05 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]. 01f14444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.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 * color0.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 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146538036
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146728056
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146720128
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 4259907
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598036
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148111360
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167444480
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167509648
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145463692
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146507860
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b79464, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-03 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 r4p1-01rel0 [Revision 96995]. 03f10444:40c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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 = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y ||
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-01 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Assassin's Creed: Bloodlines™ v1.9.4 2020-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ad46e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ad46e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3-936-g4c034ce98 2020-10-20 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Assassin's Creed: Bloodlines™ v1.10.3-936-g4c034ce98 2020-10-20 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c286e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c286e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb3924, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb3924, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09becbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09becbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2-196-Adhoc_stuff-chatSimpl 2020-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c04774, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.4.2-196-Adhoc_stuff-chatSimpl 2020-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c04774, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-21 Unknown GetPointer 00000000 PC 08815f0c LR 08000020
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-19 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 RET: Stack empty!
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-18 Render to texture with different strides 8 != 512
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-18 MFIC instruction hit (70020024) at 08a5343c
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145042384
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-17 MIPSCompileOp: Invalid instruction 7f7fffff
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-17 Jump to invalid address: 02361b80
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-17 Jump to invalid address: 02a65800
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ae7b84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ae7b84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b16fb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b16fb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09dde2b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09dde2b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5c2e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5c2e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09baa7d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09baa7d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-14 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-14 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c221f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c221f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c5c4a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c5c4a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-09-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b60944, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-09-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b60944, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c33d84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c33d84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-09-11 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 r6p0-01rel1 [Revision 96995]. 01f10044:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.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 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.9.2 2020-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bfea84, 4, 00000000, 0)