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Game title |
Version |
Latest Report |
Message |
Dante's Inferno™ |
v1.13.2 |
2023-05-12 |
FBO created from existing depthbuffer as color, 04000000/00000000 and 04020000/04000000 |
Dante's Inferno™ |
v1.13.2 |
2023-05-12 |
FBO created from existing depthbuffer as color, 04000000/00000000 and 04170000/04000000 |
Dante's Inferno™ |
v1.13.2 |
2023-05-12 |
FBO created from existing depthbuffer as color, 04000000/00000000 and 0404c000/04000000 |
Dante's Inferno™ |
v1.13.2 |
2023-05-12 |
FBO created from existing depthbuffer as color, 04000000/00000000 and 040d4000/04000000 |
Dante's Inferno™ |
v1.13.2 |
2023-05-12 |
FBO using existing buffer as depthbuffer, 04170000/04000000 and 04000000/00000000 |
Dante's Inferno™ |
v1.14.4 |
2023-05-04 |
WriteToHardware: Invalid address 00000450 near PC 092ef71c LR 092f0f2c |
Dante's Inferno™ |
v1.14.4 |
2023-05-04 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
Dante's Inferno™ |
v1.14.4 |
2023-05-04 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Dante's Inferno™ |
v1.15 |
2023-05-02 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 330
#extension GL_ARB_shader_stencil_export : require
// Driver: ATI Radeon HD 4200 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
Dante's Inferno™ |
v1.14.4 |
2023-05-05 |
Truncating vertex count from 25584 to 21845 |
Dante's Inferno™ |
v1.14.4 |
2023-04-25 |
WriteToHardware: Invalid address 000004e4 near PC 089d8540 LR 089c2894 |
Dante's Inferno™ |
v1.14.4 |
2023-04-19 |
Truncating vertex count from 22506 to 21845 |
Dante's Inferno™ |
v1.14.1 |
2023-04-10 |
UI scissor out of bounds in MainScreen: 72,0-1078,721 / 1512,720 |
Dante's Inferno™ |
v1.14.1 |
2023-04-08 |
UI scissor out of bounds in GameSettingsScreen: 310,0-1191,721 / 1512,720 |
Dante's Inferno™ |
v1.11.3 |
2023-04-04 |
Jump to invalid address: 03817238 |
Dante's Inferno™ |
v1.11.3 |
2023-04-04 |
MIPSCompileOp: Invalid instruction 4e8c22b9 |
Dante's Inferno™ |
v1.11.3 |
2023-04-04 |
Branch in Jump delay slot at 09062830 in block starting at 090627b0 |
Dante's Inferno™ |
v1.11.3 |
2023-04-01 |
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].
01f15515:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 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;
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_ |
Dante's Inferno™ |
v1.14 |
2023-03-26 |
UI scissor out of bounds in GameSettingsScreen: 390,0-1752,1083 / 1088,544 |
Dante's Inferno™ |
v1.14 |
2023-03-26 |
UI scissor out of bounds in GameSettingsScreen: 196,0-950,544 / 1088,544 |
Dante's Inferno™ |
v1.14.4 |
2023-03-25 |
Waiting thread for 20 that was already waiting for 20 |
Dante's Inferno™ |
v1.14.4 |
2023-03-25 |
sceKernelCreateThread(name=system): unsupported attributes 00000006 |
Dante's Inferno™ |
v1.14.4 |
2023-03-19 |
Unknown GetPointer 00000000 PC 00000000 LR 08b65d48 |
Dante's Inferno™ |
v1.14.4 |
2023-03-15 |
WriteToHardware: Invalid address 00000450 near PC 08b3bb18 LR 08b3234c |
Dante's Inferno™ |
v1.14.4 |
2023-03-10 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.9.0 |
2023-03-09 |
ReadFromHardware: Invalid address 00000937 near PC 00000937 LR 00000937 |
Dante's Inferno™ |
v1.9.3-80-g73bf6098e |
2023-02-23 |
__KernelStopThread: thread 330 does not exist |
Dante's Inferno™ |
v1.9.3-80-g73bf6098e |
2023-02-23 |
__KernelStopThread: thread 2223 does not exist |
Dante's Inferno™ |
v1.14 |
2023-02-13 |
UI scissor out of bounds in GameSettingsScreen: 333,0-1174,720 / 1424,720 |
Dante's Inferno™ |
v1.14.4 |
2023-02-09 |
WriteToHardware: Invalid address 00000434 near PC 08b33c3c LR 08b31240 |
Dante's Inferno™ |
v1.14.4 |
2023-02-01 |
WriteToHardware: Invalid address 00000450 near PC 089d85b0 LR 089d8558 |
Dante's Inferno™ |
v1.14 |
2023-01-27 |
UI scissor out of bounds in CwCheatScreen: 528,0-1072,721 / 1600,720 |
Dante's Inferno™ |
v1.14 |
2023-01-27 |
UI scissor out of bounds in CwCheatScreen: 464,0-1072,721 / 1600,720 |
Dante's Inferno™ |
v1.14 |
2023-01-27 |
UI scissor out of bounds in MainScreen: 0,0-1174,721 / 1600,720 |
Dante's Inferno™ |
v1.12.3 |
2023-01-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064 |
Dante's Inferno™ |
v1.14.4 |
2023-05-06 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.12.3 |
2023-01-13 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.12.3 |
2023-01-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168 |
Dante's Inferno™ |
v1.14.1 |
2023-01-09 |
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].
01b15051:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1
#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))
// 01b15051:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 lowp vec3 v_color1;
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
li |
Dante's Inferno™ |
v1.14.1 |
2023-01-09 |
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].
01d15501:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1
#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))
// 01d15501:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 lowp vec3 v_color1;
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
li |
Dante's Inferno™ |
v1.14.1 |
2023-01-09 |
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].
01710551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#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))
// 01710551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 lowp vec3 v_color1;
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
li |
Dante's Inferno™ |
v1.14.1 |
2023-01-09 |
UI scissor out of bounds in GameSettingsScreen: 0,64-480,662 / 800,480 |
Dante's Inferno™ |
v1.14.1 |
2023-01-09 |
UI scissor out of bounds in GameSettingsScreen: 350,0-967,288 / 800,480 |
Dante's Inferno™ |
v1.14.1 |
2023-01-09 |
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].
01f11555:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:1
#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))
// 01f11555:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:1
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 lowp vec3 v_color1;
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);
lowp vec3 lightSum1 = splat3(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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
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 / |
Dante's Inferno™ |
v1.14.4 |
2023-01-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.14.4 |
2023-01-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,933-0,7 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,855-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,777-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,699-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,621-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,543-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,465-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,387-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,309-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,231-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,153-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.14 |
2023-01-08 |
UI scissor out of bounds in SavedataScreen: 1430,75-0,74 / 1280,1024 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c03170, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.12.3 |
2023-01-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408 |
Dante's Inferno™ |
v1.12.3 |
2022-12-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120 |
Dante's Inferno™ |
v1.13.2 |
2022-12-14 |
WriteToHardware: Invalid address 00000434 near PC 089c2894 LR 089c2894 |
Dante's Inferno™ |
v1.13.2 |
2022-12-12 |
WriteToHardware: Invalid address 00000450 near PC 08b317bc LR 08b323a8 |
Dante's Inferno™ |
v1.13.2 |
2022-12-12 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
Dante's Inferno™ |
v1.9.0 |
2022-12-05 |
Unknown GetPointer 12a49130 PC 089f2e7c LR 089065ec |
Dante's Inferno™ |
v1.13.2 |
2022-12-05 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536 |
Dante's Inferno™ |
v1.13.2 |
2022-12-05 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616 |
Dante's Inferno™ |
v1.13.2 |
2022-12-05 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1 |
Dante's Inferno™ |
v1.13.2 |
2022-11-30 |
Game install with no files / data |
Dante's Inferno™ |
v1.13.2 |
2022-11-26 |
WriteToHardware: Invalid address 00000450 near PC 08b31314 LR 08b312b8 |
Dante's Inferno™ |
v1.13.2 |
2022-11-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=0882ce3c, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.13.2 |
2022-11-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=09510110, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.13.1-547-g9f4a84945 |
2022-11-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.12.3 |
2023-01-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872 |
Dante's Inferno™ |
v1.12.3 |
2022-12-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024 |
Dante's Inferno™ |
v1.12.3 |
2022-12-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204 |
Dante's Inferno™ |
v1.12.2 |
2022-10-29 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.12.2 |
2022-10-29 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.14.4 |
2023-03-25 |
sceKernelCreateThread(name=god_menu): unsupported attributes 00000006 |
Dante's Inferno™ |
v1.13.2 |
2022-12-10 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628 |
Dante's Inferno™ |
v1.14.4 |
2023-03-19 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08b65d48 |
Dante's Inferno™ |
v1.12.3 |
2022-09-26 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first |
Dante's Inferno™ |
v1.13.2 |
2022-12-12 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
Dante's Inferno™ |
v1.13.1 |
2022-09-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.13.1 |
2022-09-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.13.1 |
2022-08-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.13.1 |
2022-08-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.13.1 |
2022-08-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.13 |
2022-08-08 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
Dante's Inferno™ |
v1.12.3 |
2022-07-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbebb8, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.12.3 |
2022-07-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbec58, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.12.3 |
2022-07-27 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002) |
Dante's Inferno™ |
v1.12.3 |
2022-07-27 |
sceIoChstat: change attr to 0000 requested |
Dante's Inferno™ |
v1.13.1 |
2022-08-30 |
sceDmacMemcpy(dest=085d0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2022-07-01 |
WriteToHardware: Invalid address 00000434 near PC 08b31414 LR 08b312b8 |
Dante's Inferno™ |
v1.12.3 |
2022-06-16 |
WriteToHardware: Invalid address 00000450 near PC 08b31414 LR 08b312b8 |
Dante's Inferno™ |
v1.12.3 |
2022-05-22 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.12.3 |
2022-05-21 |
WriteToHardware: Invalid address 5c726aac near PC 089c2878 LR 089c3620 |
Dante's Inferno™ |
v1.12.3 |
2022-05-21 |
Loading file directly instead of using handlers: disc0:/PSP_GAME/USRDIR/MGP.PGF |
Dante's Inferno™ |
v1.13.1 |
2022-09-10 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 |