Recent logs - NARUTO SHIPPUDEN: Ultimate Ninja Impact

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NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2022-05-25 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.4 2022-05-23 sceDmacMemcpy(dest=04177640, src=092d31a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 02008100
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 07180004
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Branch in Jump delay slot at 08802044 in block starting at 08802000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 07180c00
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Branch in Jump delay slot at 08802040 in block starting at 08802000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 02008080
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Branch in Jump delay slot at 0880202c in block starting at 08802000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 073f7b00
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Branch in Jump delay slot at 08802028 in block starting at 08802000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 071a4a40
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Branch in Jump delay slot at 08802024 in block starting at 08802000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 073f2780
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Branch in Jump delay slot at 08802020 in block starting at 08802000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 07180ca0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 02008000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Branch in Jump delay slot at 08802014 in block starting at 08802000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 071a6680
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Branch in Jump delay slot at 08802010 in block starting at 08802000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Jump to invalid address: 071a5160
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 Branch in Jump delay slot at 0880200c in block starting at 08802000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 sceDmacMemcpy(dest=041a2680, src=091db3c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-23 00000000=sceUtilityScreenshotInitStart(09cab848)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-22 sceDmacMemcpy(dest=04155a00, src=09365de0, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-22 sceDmacMemcpy(dest=04157f40, src=091e2ea0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-22 sceDmacMemcpy(dest=04126e80, src=0952edb0, size=448): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-22 sceDmacMemcpy(dest=04155900, src=092362c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-21 00000000=sceUtilityScreenshotInitStart(09ca9028)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-21 00000000=sceUtilityScreenshotInitStart(09ca9008)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-19 sceDmacMemcpy(dest=04161ac0, src=093c4320, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2022-05-19 Error in shader compilation: info: Compile failed. ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 0:22: 'assign' : l-value required (can't modify a vertex in/attribute) 2 compilation errors. No code generated. 00000000:00000012 THR Tex #version 320 es // PowerVR Rogue GE8320 - 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; 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)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_depth = outPos.z/outPos.w; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2022-05-19 Error in shader compilation: info: Compile failed. ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute) 2 compilation errors. No code generated. 00000000:0000000a THR C #version 320 es // PowerVR Rogue GE8320 - 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; out lowp vec4 v_color0; in float h_depth; in vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_depth = outPos.z/outPos.w; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-18 sceMpegRingbufferPut(): invalid mpeg data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2022-05-17 sceDmacMemcpy(dest=0416a440, src=08f6b150, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-16 sceDmacMemcpy(dest=0416a980, src=092b2060, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11 2022-05-15 00000000=sceUtilityScreenshotInitStart(09ca8848)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-14 sceDmacMemcpy(dest=0418fd40, src=092206e0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-12 sceDmacMemcpy(dest=04140600, src=091041e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-11 00000000=sceUtilityScreenshotInitStart(09caa108)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:0020d000 Fog AlphaTest > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0 ; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000104 HWX Fog #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000914 HWX T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute 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 vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000914 HWX T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute 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 vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:0021d822 Tex TexAlpha LM Fog TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f30001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:0001d822 Tex TexAlpha LM TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; if (v.a < 0.002) discard; gl_FragColor = v; } vs: 01f30001:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:0021d000 Fog AlphaTest0 > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000104 HWX Fog #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f30001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:0000d822 Tex TexAlpha LM TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f30001:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2022-05-10 Error in shader program link: info: No vertex shader attached. fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00000918 HWX C T Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-09 sceDmacMemcpy(dest=041530c0, src=095565c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-08 Branch in Jump delay slot at 09c5e740 in block starting at 09c5e740
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-08 Jump to invalid address: 07172340
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-07 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-06 sceDmacMemcpy(dest=0417f280, src=091e6210, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2022-05-04 sceDmacMemcpy(dest=0413d940, src=0913fba0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2022-05-04 sceDmacMemcpy(dest=0413ef00, src=09142ba0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2022-05-03 sceDmacMemcpy(dest=0413ef00, src=0920e760, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-03 sceDmacMemcpy(dest=041697c0, src=0931f480, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-02 sceDmacMemcpy(dest=04159940, src=09333aa0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2022-05-02 sceDmacMemcpy(dest=04163100, src=0911b1e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2022-05-02 sceDmacMemcpy(dest=041889c0, src=09263810, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-16 __KernelStopThread: thread 302 does not exist
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2022-05-01 sceDmacMemcpy(dest=041534c0, src=08f6b990, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-05-01 sceDmacMemcpy(dest=04164a00, src=091e0260, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2022-04-30 sceDmacMemcpy(dest=04150880, src=09349600, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2022-04-28 sceDmacMemcpy(dest=0415dd00, src=092ecc80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 14
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2022-04-26 sceDmacMemcpy(dest=04185c80, src=09368c80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2022-04-26 sceDmacMemcpy(dest=04169f80, src=0935d480, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-24 WriteToHardware: Invalid address 000007b8 near PC 08821710 LR 08821710
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-24 Waiting thread for 20 that was already waiting for 20
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.1 2022-04-22 Render to area containing texture at 00162000 +256x0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2022-04-22 sceDmacMemcpy(dest=0414e4c0, src=09249440, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2022-05-22 sceDmacMemcpy(dest=041411c0, src=0939a560, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-14 sceDmacMemcpy(dest=04169100, src=09265c00, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2022-04-14 sceDmacMemcpy(dest=04153300, src=0912cf90, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2022-04-14 sceDmacMemcpy(dest=04176b80, src=091fe9a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-13 sceDmacMemcpy(dest=04155080, src=091691a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759408
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-24 Failed to read valid video stream data from header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-24 Could not setup streams, unexpected stream count: 46230
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-24 Unexpected mpeg first timestamp: 5579a080000 / 5873804509184
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-06 sceDmacMemcpy(dest=0416df00, src=091fda60, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.5 2022-04-06 PackFramebufferDirectx9_: vfb->fbo == 0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-05 sceDmacMemcpy(dest=04170400, src=093fcbe0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.3-80-g73bf6098e 2022-04-05 __KernelStopThread: thread 333 does not exist
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-04 sceDmacMemcpy(dest=0415e0c0, src=09163380, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-03-31 __KernelStopThread: thread 339 does not exist
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-03-31 D3D error in shader compilation: info: C:\Users\WONGE DEWEK\Documents\ppsspp\[email protected](85,16-55): error X4505: maximum temp register index exceeded C:\Users\WONGE DEWEK\Documents\ppsspp\[email protected](85,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightatt0 : register(c32); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightatt3 : register(c35); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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 {
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-03-31 Jump to invalid address: 07184b40
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-04-27 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146210816
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-03-29 Jump to invalid address: 071a4100
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-03-31 Jump to invalid address: 0708bb40
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-03-29 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: thin3d vs: thin3d
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-03-29 Jump to invalid address: 07187800
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2022-03-29 Jump to invalid address: 071a3b80