Recent logs - Assassin's Creed: Bloodlines™

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Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d44a24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d44a24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c22eb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c22eb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b777c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b777c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 0f1d063b!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 0f111365!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 0f111497!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 0f170e3f!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 0f171343!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 00170e0f!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 0017090b!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 001b0509!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 001b063b!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 001b08c7!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 001b0795!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 00151373!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Bad vertex address 001514a6!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 BlockTransfer: Bad destination transfer address 0d1e0000!
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Vertices without position found: (00121215) P: s8 C: 5551 T: u8 W: u8 (1x) I: u16 Morph: 5 (size: 50)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 VTYPE with morph used: THRU=0 TC=1 COL=5 POS=0 NRM=0 WT=1 NW=1 IDX=2 MC=5
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 Unknown GE command : 038ffc30
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09badf44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09badf44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c84854, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c84854, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3-80-g73bf6098e 2022-01-21 __KernelStopThread: thread 978 does not exist
Assassin's Creed: Bloodlines™ v1.9.3-80-g73bf6098e 2022-01-21 __KernelStopThread: thread 417 does not exist
Assassin's Creed: Bloodlines™ v1.9.3-80-g73bf6098e 2022-01-21 __KernelStopThread: thread 431 does not exist
Assassin's Creed: Bloodlines™ v1.9.3-80-g73bf6098e 2022-01-21 __KernelStopThread: thread 982 does not exist
Assassin's Creed: Bloodlines™ v1.9.3-80-g73bf6098e 2022-01-21 __KernelStopThread: thread 976 does not exist
Assassin's Creed: Bloodlines™ v1.9.3-80-g73bf6098e 2022-01-21 __KernelStopThread: thread 331 does not exist
Assassin's Creed: Bloodlines™ v1.9.3-80-g73bf6098e 2022-01-21 __KernelStopThread: thread 334 does not exist
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b583f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b583f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0ed24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0ed24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0e5f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0e5f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bafa14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bafa14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-01-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cbfe34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-01-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cbfe34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be3c04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be3c04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cfa964, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cfa964, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb9124, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb9124, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-10 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 r6p2-01rel0 [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 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 1.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d6b164, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d6b164, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-01-09 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01f10004:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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; out lowp vec4 v_color0; out 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); gl_Position = 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Assassin's Creed: Bloodlines™ v1.6.3 2022-01-09 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01f10044:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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; out lowp vec4 v_color0; out 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); gl_Position = 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Assassin's Creed: Bloodlines™ v1.6.3 2022-01-09 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01010000:00000918 HWX C T Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Assassin's Creed: Bloodlines™ v1.6.3 2022-01-09 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01f10000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; 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; out lowp vec4 v_color0; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c21414, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b970e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d46b54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d46b54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b00624, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b00624, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f64 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f60 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Jump to invalid address: 02bc7d60
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f5c in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f58 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Jump to invalid address: 02bc7d40
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f54 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Jump to invalid address: 02bc7d20
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f50 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f4c in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f48 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Jump to invalid address: 074287e0
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f44 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f40 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Jump to invalid address: 02bc7ce0
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f3c in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f38 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Jump to invalid address: 02bc7cc0
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f34 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f30 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Jump to invalid address: 02bc7ca0
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f2c in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Branch in Jump delay slot at 08af1f28 in block starting at 08af1f28
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-08 Jump to invalid address: 02bc7c80
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d62784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d62784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b9fac4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-01-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b9fac4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0ed14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0ed14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c7c944, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c7c944, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-06 Could not setup streams, unexpected stream count: 30720
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-06 Unexpected mpeg first timestamp: 4 / 4
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-06 sceGeBreak(mode=1, unknown=09ffd560): unknown ptr (valid)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-06 sceGeBreak(mode=1, unknown=09ffd600): unknown ptr (valid)
Assassin's Creed: Bloodlines™ v1.12.3 2022-01-06 sceGeBreak(mode=1, unknown=09ffd5f0): unknown ptr (valid)