Recent logs - Dante's Inferno™

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
Dante's Inferno™ v1.17.1-669-gd298c6f6f5 2024-06-13 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
Dante's Inferno™ v1.17.1-669-gd298c6f6f5 2024-06-13 sceKernelRegisterSubIntrHandler(30, 1, 08893958, 00000000): duplicate handler
Dante's Inferno™ v1.17.1-669-gd298c6f6f5 2024-06-13 sceKernelLoadModule: unsupported options size=00000014, flags=08b20000, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.17.1-669-gd298c6f6f5 2024-06-13 00000400=sceGeEdramSetAddrTranslation(00001000)
Dante's Inferno™ v1.17.1-669-gd298c6f6f5 2024-06-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Dante's Inferno™ v1.15.3 2024-06-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.17.1 2024-05-04 sceGeBreak(mode=0, unknown=08dfeda8): unknown ptr (valid)
Dante's Inferno™ v1.17.1 2024-05-04 GE Interrupt: newState might be 1
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 0214b220
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e297a0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e295a0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 0214a2b0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e29530
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e29810
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 0214a340
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 0214a240
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 0214a130
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e29880
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02149e30
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02149b50
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 021487c0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 0214a110
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e292b0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c1a80
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c1800
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c1220
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e290b0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c11b0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c1190
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02144040
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c0d80
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c0d60
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c0a20
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c0a00
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c09e0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c09c0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02147900
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e29040
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e29320
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020bfc40
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020bfc20
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020bfb10
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02147bf0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02c10390
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02034220
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02147890
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02147710
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e29390
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02144350
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02144330
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02144310
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 021442f0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 021442d0
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02c6ff20
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c2990
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 02e28c50
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c2480
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c2460
Dante's Inferno™ v1.17.1 2024-04-06 Jump to invalid address: 020c1c70
Dante's Inferno™ v1.14.2 2024-03-14 UI scissor out of bounds in GameSettingsScreen: 337,0-1418,817 / 1768,816
Dante's Inferno™ v1.17 2024-02-29 A save request is already running, not starting a new one
Dante's Inferno™ v1.14.2 2023-12-28 UI scissor out of bounds in GameSettingsScreen: 479,0-1903,1080 / 2270,1080
Dante's Inferno™ v1.16.6 2023-12-09 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 r5p0-01rel0 [Revision 96995]. 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 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)) // 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Dante's Inferno™ v1.16.6 2023-12-09 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 r5p0-01rel0 [Revision 96995]. 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 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)) // 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Dante's Inferno™ v1.16.6 2023-11-29 ReadFromHardware: Invalid address 2a83ec10 near PC 2a83ec10 LR 2a83ec10
Dante's Inferno™ v1.16.5 2023-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=00038800, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.17 2024-01-29 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Dante's Inferno™ v1.16.6 2023-12-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.16.6 2023-12-10 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2023-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2023-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.12.3 2023-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2023-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.17.1 2024-06-02 Can't draw: No current render step. Step count: 0
Dante's Inferno™ v1.16.5 2023-10-06 Unimplemented HLE function sceUtilityGetNetParam
Dante's Inferno™ v1.14.2 2023-09-18 UI scissor out of bounds in GameSettingsScreen: 298,0-1211,721 / 1520,720
Dante's Inferno™ v1.16.1 2023-09-17 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000082:12180000)
Dante's Inferno™ v1.16.1 2023-09-17 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000000:12180000)
Dante's Inferno™ v1.16.1 2023-09-17 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 0000008e:12180000)
Dante's Inferno™ v1.15.4 2023-09-11 Unaligned icache invalidation of 088655d8 (088655d8 + 0) at PC=08863584
Dante's Inferno™ v1.15.4 2023-09-08 sceKernelLoadModule: unsupported options size=00000014, flags=0892b4b0, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.15.4 2023-08-25 ReadFromHardware: Invalid address 12922e80 near PC 12922e80 LR 12922e80
Dante's Inferno™ v1.10.3 2023-08-24 Jump to invalid address: 02100000
Dante's Inferno™ v1.12.3 2023-08-13 ReadFromHardware: Invalid address 3e0a840f near PC 092ec368 LR 092ec354
Dante's Inferno™ v1.12.3 2023-08-09 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 r10p0-00rel0 [Revision 96995]. 01f15515:00000121 HWX LM 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; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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 = vec3(0.0, 0.0, 1.0); 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); 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal);
Dante's Inferno™ v1.12.3 2023-08-09 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 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; 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 * 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 * li
Dante's Inferno™ v1.15.4 2023-07-23 sceDmacMemcpy(dest=085c0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.12.2 2023-07-16 Jump to invalid address: 05587064
Dante's Inferno™ v1.12.2 2023-07-16 MIPSCompileOp: Invalid instruction 04440355
Dante's Inferno™ v1.12.2 2023-07-16 Jump to invalid address: 03f4764c
Dante's Inferno™ v1.12.2 2023-07-16 MIPSCompileOp: Invalid instruction 03d70294
Dante's Inferno™ v1.12.2 2023-07-16 Jump to invalid address: 020c7128
Dante's Inferno™ v1.14.2 2023-07-10 UI scissor out of bounds in GamePauseScreen: 3060,20-1200,520 / 2160,1080
Dante's Inferno™ v1.14.2 2023-07-10 UI scissor out of bounds in GamePauseScreen: 0,20-3020,520 / 2160,1080
Dante's Inferno™ v1.15.4 2023-06-14 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
Dante's Inferno™ v1.14 2023-06-02 UI scissor out of bounds in GameSettingsScreen: 297,0-1252,720 / 1476,720
Dante's Inferno™ v1.17.1-669-gd298c6f6f5 2024-06-13 00000400=sceGeEdramSetAddrTranslation(00000800)
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(2, 08d4b180, 00006730): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data