Recent logs - Split/Second Velocity

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
Split/Second Velocity v1.17.1 2024-05-17 Game install with no files / data
Split/Second Velocity v1.11 2024-02-18 sceDmacMemcpy(dest=04112000, src=0955a610, size=88767): overlapping read
Split/Second Velocity v1.16.4 2024-01-22 Can't draw: No current render step. Step count: 0
Split/Second Velocity v1.10.2 2023-12-11 Render to area containing texture at 04044000 +0x23
Split/Second Velocity v1.10.2 2023-12-10 Render to area containing texture at 04044000 +0x17
Split/Second Velocity v1.14.2 2023-11-07 Ignoring possible texturing from framebuffer at 041ac000 +0x64 / 256x128
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:20: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:0000001a THR C Tex #version 320 es // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_normal = vec3(-1.0); }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:44: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000038 C Tex Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 pos = position; vec4 outPos = pos; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = vec3(-1.0); }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:52: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00010130 HWX Tex TexProjPos UVMtx Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; 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); v_color0 = u_matambientalpha; v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = vec3(-1.0); }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:78: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 01700000:00000320 HWX N Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in vec3 h_normal; 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:54: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:000d0b30 HWX T N Tex TexProjNrm UVMtx Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; 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); v_color0 = u_matambientalpha; v_texcoord = mul(vec4(normal, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:53: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000b30 HWX T N Tex Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; 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); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:53: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000938 HWX C T Tex Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; 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); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = vec3(-1.0); }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:82: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 01700000:00120b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:82: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 01700000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:89: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 01f00000:00120b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); 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 = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:89: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 01f00000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); 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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:20: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000012 THR Tex #version 320 es // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_normal = vec3(-1.0); }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:52: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000930 HWX T Tex Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; 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); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; h_normal = vec3(-1.0); }
Split/Second Velocity v1.12.3-1384-gaa495cab1 2023-10-10 Error in shader compilation: info: ERROR: 0:17: 'assign' : l-value required "h_normal" (can't modify an attribute) ERROR: 1 compilation errors. No code generated. 00000000:0000000a THR C #version 320 es // Adreno (TM) 640 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; out lowp vec4 v_color0; in vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_normal = vec3(-1.0); }
Split/Second Velocity v1.10.3 2023-10-04 Render to area containing texture at 04044000 +0x28
Split/Second Velocity v1.14.2 2023-09-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
Split/Second Velocity v1.14.2 2023-09-30 Video out requested, not supported: mode=0 size=512,272
Split/Second Velocity v1.15.4 2023-08-20 sceDmacMemcpy(dest=04112000, src=0964d710, size=88762): overlapping read
Split/Second Velocity v1.15.3 2023-07-17 __KernelStopThread: thread 627 does not exist (helper deleted)
Split/Second Velocity v1.14.4 2023-05-06 Ignoring possible texturing from framebuffer at 041ba000 +0x64 / 256x128
Split/Second Velocity v1.13.2 2023-04-23 sceDmacMemcpy(dest=04112000, src=0992c450, size=88774): overlapping read
Split/Second Velocity v1.13.2 2023-04-23 sceDmacMemcpy(dest=04112000, src=097868d0, size=88775): overlapping read
Split/Second Velocity v1.14.4 2023-03-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Split/Second Velocity v1.14.4 2023-02-22 Unimplemented HLE function sceKernelStopUnloadSelfModule
Split/Second Velocity v1.14.4 2023-02-22 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Split/Second Velocity v1.14.4 2023-02-21 Error in shader compilation: info: ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:16: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:25: 'v_texcoord' : undeclared identifier ERROR: 0:25: 'xy' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:25: 'texture' : no matching overloaded function found (using implicit conversion) ERROR: 0:25: '=' : cannot convert from 'const float' to '4-component vector of float' ERROR: 0:27: 'fragColor0' : undeclared identifier ERROR: 0:27: 'assign' : cannot convert from '4-component vector of float' to 'float' reinterpret #version 300 es // Driver: Intel(R) HD Graphics for BayTrail - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp float; uniform sampler2D tex; uint packColor(vec4 val) { return uint(val.r * 15.99) | (uint(val.g * 15.99) << 4u) | (uint(val.b * 15.99) << 8u) | (uint(val.a * 15.99) << 12u); } vec4 unpackColor(uint color) { vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0); outColor.rgb *= 1.0 / 31.0; outColor.a = float(color >> 15); return outColor; } in highp vec2 v_texcoord; // TEXCOORD0 uniform vec2 texSize; uniform float scaleFactor; out vec4 fragColor0; void main() { vec4 val = texture(tex, v_texcoord.xy); vec4 outColor = unpackColor(packColor(val)); fragColor0 = outColor; }
Split/Second Velocity v1.14.4 2023-02-21 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Split/Second Velocity v1.14.4 2023-02-21 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Split/Second Velocity v1.14.4 2023-02-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Split/Second Velocity v1.14.4 2023-02-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
Split/Second Velocity v1.14.4 2023-02-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1
Split/Second Velocity v1.14.4 2023-02-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2
Split/Second Velocity v1.14.4 2023-01-30 Replacement rowPitch=128, but w=512 (level=0)
Split/Second Velocity v1.14.4 2023-01-27 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
Split/Second Velocity v1.14.4 2023-01-27 80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data
Split/Second Velocity v1.14.4 2023-01-27 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
Split/Second Velocity v1.14.4 2023-01-27 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
Split/Second Velocity v1.14.4 2023-01-27 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Split/Second Velocity v1.14.4 2023-01-27 80630007=sceAtracSetData(2, 08d4b180, 0000b190): atracID uses different codec type than data
Split/Second Velocity v1.14.2 2023-01-04 sceSasSetADSRMode(08bbde80, 7, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Split/Second Velocity v1.14.4 2023-10-24 Ignoring possible texturing from framebuffer at 041ba000 +0x64 / 256x256
Split/Second Velocity v1.14.4 2024-03-17 Ignoring possible texturing from framebuffer at 041b8000 +0x64 / 256x256
Split/Second Velocity v1.13.2 2022-12-06 sceDmacMemcpy(dest=04112000, src=09650690, size=88762): overlapping read
Split/Second Velocity v1.13.2 2022-11-23 sceDmacMemcpy(dest=04112000, src=09599d10, size=88762): overlapping read
Split/Second Velocity v1.13.2 2022-11-20 sceDmacMemcpy(dest=04112000, src=0954c310, size=88780): overlapping read
Split/Second Velocity v1.8.0 2022-11-04 Unknown GetPointer ea8da6ee PC ea8da6ee LR ea8da6ee
Split/Second Velocity v1.8.0 2022-11-04 WriteToHardware: Invalid address 0a000000 near PC 0882a7a8 LR 0882a75c
Split/Second Velocity v1.8.0 2022-11-04 WriteToHardware: Invalid address 0a000000 near PC 088fbdfc LR 0882a738
Split/Second Velocity v1.8.0 2022-11-04 ReadFromHardware: Invalid address 2aeabaae near PC 088f3a14 LR 088f3b54
Split/Second Velocity v1.12.3 2022-11-03 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04044000 offset: 0 (512x512 stride 512, 8888)
Split/Second Velocity v1.14.4-284-g473da82e8 2024-03-27 Ignoring possible texturing from framebuffer at 041bc000 +0x64 / 256x128
Split/Second Velocity v1.13.2-1480-g5318452e7 2024-02-18 sceDmacMemcpy(dest=04112000, src=09929550, size=88774): overlapping read
Split/Second Velocity v1.13.1 2022-10-05 sceDmacMemcpy(dest=04112000, src=098ac190, size=88774): overlapping read
Split/Second Velocity v1.13.2 2022-10-04 Unknown GetPointer 00000000 PC 0895bb84 LR 0895bbcc
Split/Second Velocity v1.14.4-708-gc1df1868f 2023-10-23 Ignoring possible texturing from framebuffer at 041ac000 +0x64 / 256x256
Split/Second Velocity v1.14.4-44-g248ea42a5 2024-03-20 Ignoring possible texturing from framebuffer at 041bc000 +0x64 / 256x256
Split/Second Velocity v1.11.3 2022-08-08 sceDmacMemcpy(dest=04112000, src=0964e710, size=88762): overlapping read
Split/Second Velocity v1.12.3 2022-05-27 sceDmacMemcpy(dest=04112000, src=090ef090, size=88781): overlapping read
Split/Second Velocity v1.12.3 2022-05-27 sceDmacMemcpy(dest=04112000, src=09779450, size=88775): overlapping read
Split/Second Velocity v1.12.3 2022-05-26 sceDmacMemcpy(dest=04112000, src=09643210, size=88762): overlapping read
Split/Second Velocity v1.12.3 2022-05-26 sceDmacMemcpy(dest=04112000, src=09644190, size=88762): overlapping read
Split/Second Velocity v1.12.3 2022-05-26 sceDmacMemcpy(dest=04112000, src=09643190, size=88762): overlapping read
Split/Second Velocity v1.12.3-1100-g622753794 2022-05-03 Lots of blits needed for obscure blending: 43 per frame, blend 2/3/0
Split/Second Velocity v1.12.3 2021-11-10 Video out requested, not supported: mode=0 size=512,384
Split/Second Velocity v1.12.3 2021-11-10 Video out requested, not supported: mode=0 size=0,0
Split/Second Velocity v1.12.3 2021-11-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Split/Second Velocity v1.12.3 2021-11-05 sceDmacMemcpy(dest=04112000, src=09287250, size=88788): overlapping read
Split/Second Velocity v1.10.3 2022-02-20 Render to area containing texture at 04044000 +0x101
Split/Second Velocity v1.12.1 2021-10-19 sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=2, text=2
Split/Second Velocity v1.12.1 2021-10-19 sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=1, text=1
Split/Second Velocity v1.14.4 2023-02-22 sceDmacMemcpy(dest=04112000, src=097839d0, size=88775): overlapping read
Split/Second Velocity v1.11.3 2021-10-05 Unimplemented HLE function sceNetResolverTerm
Split/Second Velocity v1.10.3-650-g2b49c3e46 2021-08-23 Ignoring possible texturing from framebuffer at 041ba000 +0x128 / 256x256
Split/Second Velocity v1.10.3-352-gd90630c26 2021-08-16 Texturing from framebuffer with different strides 64 != 128
Split/Second Velocity v1.10.3-352-gd90630c26 2021-08-16 Texturing from framebuffer with incompatible format 4444 != 565 at 04114000
Split/Second Velocity v1.10.3-352-gd90630c26 2021-08-16 Texturing from framebuffer with different formats 2 != 0
Split/Second Velocity v1.10.3-387-g6ca01d588 2021-08-15 Texturing from framebuffer with incompatible format 4444 != 565 at 041bc000
Split/Second Velocity v1.10.3-534-g77ac80dc0 2021-08-16 Ignoring possible texturing from framebuffer at 041b8000 +0x128 / 256x256
Split/Second Velocity v1.10.3-650-g2b49c3e46 2021-08-23 Ignoring possible texturing from framebuffer at 041bc000 +0x128 / 256x256
Split/Second Velocity v1.10.3-97-gd0e9d2c54 2023-12-10 Render to area containing texture at 04044000 +0x25
Split/Second Velocity v1.12.3 2022-05-30 sceDmacMemcpy(dest=04112000, src=0977a1d0, size=88775): overlapping read
Split/Second Velocity v1.10.3 2021-05-20 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
Split/Second Velocity v1.10.3 2021-05-20 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
Split/Second Velocity v1.10.3 2021-05-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
Split/Second Velocity v1.10.3 2021-05-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Split/Second Velocity v1.10.3 2021-05-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980
Split/Second Velocity v1.13.1 2022-10-05 sceDmacMemcpy(dest=04112000, src=09545190, size=88774): overlapping read
Split/Second Velocity v1.11.3 2021-03-15 sceDmacMemcpy(dest=04112000, src=09596e10, size=88762): overlapping read
Split/Second Velocity v1.10.3 2021-03-15 Render to area containing texture at 04044000 +0x57
Split/Second Velocity v1.11.3 2021-03-13 sceDmacMemcpy(dest=04112000, src=096d3310, size=88775): overlapping read
Split/Second Velocity v1.11.3 2021-03-13 sceDmacMemcpy(dest=04112000, src=094e7790, size=88767): overlapping read
Split/Second Velocity v1.17.1 2024-02-25 sceDmacMemcpy(dest=04112000, src=09596d90, size=88762): overlapping read
Split/Second Velocity v1.10.3 2021-02-22 Render to area containing texture at 04044000 +0x75
Split/Second Velocity v1.17.1 2024-05-17 UNTESTED sceNetAdhocPollSocket(09fff3c0, 1, 0, 1) at 08823fb0