Recent logs - NARUTO SHIPPUDEN: Ultimate Ninja Impact

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Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-07 Replacement rowPitch=256, but w=2000 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-07 Replacement rowPitch=256, but w=1996 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2023-02-07 sceDmacMemcpy(dest=041adf40, src=09279340, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 944,387-0,9 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 944,309-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 944,231-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 944,153-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 944,75-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 887,387-0,9 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 887,309-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 887,231-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 887,153-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 887,75-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 808,387-0,9 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 808,309-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 808,231-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 808,153-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 808,75-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 950,387-0,9 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 950,309-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 950,231-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 950,153-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-02-07 UI scissor out of bounds in SavedataScreen: 950,75-0,74 / 800,480
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-07 Replacement rowPitch=128, but w=2048 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2023-02-06 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(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); fragColor0 = v; } vs: 00000000:00004914 HWX T Fog Tex TessRevN #version 300 es precision highp float; 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 vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp 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 v1.14.4 2023-02-05 sceDmacMemcpy(dest=04143740, src=09221060, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-05 Replacement rowPitch=64, but w=2048 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-05 00000000=sceUtilityScreenshotInitStart(09ca94e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-04 Replacement rowPitch=1024, but w=4092 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-03 00000000=sceUtilityScreenshotInitStart(09caeac8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-01 00000000=sceUtilityScreenshotInitStart(09ca9c48)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-01 00000000=sceUtilityScreenshotInitStart(09cb1dc8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-31 00000000=sceUtilityScreenshotInitStart(09cad108)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-29 sceDmacMemcpy(dest=0418a900, src=091c9ae0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-28 Replacement rowPitch=1024, but w=3600 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-28 UI scissor out of bounds in ReportScreen: 0,4-608,147 / 483,272
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-28 00000000=sceUtilityScreenshotInitStart(09cb0028)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2023-01-28 00000000=sceUtilityScreenshotInitStart(09cf65a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-27 UI scissor out of bounds in MainScreen: 1155,5-534,299 / 960,540
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-27 UI scissor out of bounds in MainScreen: 0,0-1138,304 / 960,540
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-27 UI scissor out of bounds in MainScreen: 0,36-1138,268 / 960,540
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-26 UI scissor out of bounds in GamePauseScreen: 325,20-200,940 / 960,540
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-26 UI scissor out of bounds in GamePauseScreen: 0,20-315,940 / 960,540
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-26 UI scissor out of bounds in GamePauseScreen: 645,20-300,520 / 540,960
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-26 UI scissor out of bounds in GamePauseScreen: 0,20-635,520 / 540,960
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-26 Jump to invalid address: 07192200
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-26 Jump to invalid address: 0718b680
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-26 Jump to invalid address: 0717f500
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-26 Jump to invalid address: 071a37c0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-26 Jump to invalid address: 0718f5e0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-26 Jump to invalid address: 0717ea00
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-26 Jump to invalid address: 0717ee00
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.3 2023-01-23 Replacement rowPitch=64, but w=256 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.3 2023-01-23 Replacement rowPitch=1024, but w=3200 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-22 sceDmacMemcpy(dest=04126e80, src=095fcd60, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-22 UI scissor out of bounds in SavedataScreen: 1681,100-0,99 / 1520,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-22 UI scissor out of bounds in SavedataScreen: 1720,100-0,99 / 1520,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2023-01-20 sceDmacMemcpy(dest=04171bc0, src=09326ad0, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2023-01-18 Error in shader compilation: info: Compile failed. ERROR: 0:43: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000124 HWX Fog Cull #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 vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; out lowp vec4 v_color0; out mediump float v_fogdepth; in float h_depth; 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); viewPos.xy *= 0.767242; vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2023-01-18 Error in shader compilation: info: Compile failed. ERROR: 0:98: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 1 compilation errors. No code generated. 01f30001:00000b3d 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 Cull #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 vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in float h_depth; 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); viewPos.xy *= 0.767242; 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); 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; 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_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2023-01-18 Error in shader compilation: info: Compile failed. ERROR: 0:48: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 1 compilation errors. No code generated. 00000000:0000093c HWX C T Fog Tex Cull #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 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 vec2 u_fogcoef; 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; out mediump float v_fogdepth; in float h_depth; 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); viewPos.xy *= 0.767242; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2023-01-18 Error in shader compilation: info: Compile failed. ERROR: 0:47: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000934 HWX T Fog Tex Cull #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 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 vec2 u_fogcoef; 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; out mediump float v_fogdepth; in float h_depth; 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); viewPos.xy *= 0.767242; vec4 outPos = mul(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; 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_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2023-01-18 Error in shader compilation: info: Compile failed. ERROR: 0:95: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 1 compilation errors. No code generated. 01f30001:00000b39 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 Cull #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 vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; in float h_depth; 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); viewPos.xy *= 0.767242; 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); 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); 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_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2023-01-18 Error in shader compilation: info: Compile failed. ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 1 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; 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_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2023-01-18 Error in shader compilation: info: Compile failed. ERROR: 0:45: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000938 HWX C T Tex Cull #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 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 float h_depth; 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); viewPos.xy *= 0.767242; 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_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2023-01-18 Error in shader compilation: info: Compile failed. ERROR: 0:41: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 1 compilation errors. No code generated. 00000000:00000128 HWX C Cull #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 vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 float h_depth; 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); viewPos.xy *= 0.767242; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; 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_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3-1276-g192a43c1c 2023-01-18 Error in shader compilation: info: Compile failed. ERROR: 0:16: 'assign' : l-value required (can't modify a vertex in/attribute) ERROR: 1 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; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-16 UI scissor out of bounds in GamePauseScreen: 0,17-601,1263 / 1280,800
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-16 UI scissor out of bounds in GamePauseScreen: 1000,17-267,783 / 800,1280
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-16 UI scissor out of bounds in GamePauseScreen: 0,17-992,783 / 800,1280
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-16 UI scissor out of bounds in GameSettingsScreen: 288,0-1221,721 / 1520,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-18 UI scissor out of bounds in MainScreen: 55,0-1109,721 / 1520,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.2 2023-01-15 UI scissor out of bounds in GameSettingsScreen: 131,0-823,607 / 960,562
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2023-01-14 00000000=sceUtilityScreenshotInitStart(09cabb08)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-10 00000000=sceUtilityScreenshotInitStart(09caafc8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2023-01-08 00000000=sceUtilityScreenshotInitStart(09caa988)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-06 UI scissor out of bounds in GamePauseScreen: 656,13-134,1267 / 1280,800
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-06 UI scissor out of bounds in GamePauseScreen: 0,13-650,1267 / 1280,800
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-06 UI scissor out of bounds in GamePauseScreen: 1070,13-200,787 / 800,1280
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-06 UI scissor out of bounds in GamePauseScreen: 0,13-1064,787 / 800,1280
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.2 2023-01-04 UI scissor out of bounds in GameSettingsScreen: 280,0-1135,720 / 1332,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-04 UI scissor out of bounds in GameSettingsScreen: 337,0-1170,720 / 1436,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-04 UI scissor out of bounds in DisplayLayoutScreen: 1259,0-341,721 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-04 UI scissor out of bounds in DisplayLayoutScreen: 64,0-477,721 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-01-04 UI scissor out of bounds in GameSettingsScreen: 302,0-1287,721 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-04 00000000=sceUtilityScreenshotInitStart(09caae28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2023-01-02 sceDmacMemcpy(dest=0413a7c0, src=091eca20, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2023-01-01 sceDmacMemcpy(dest=0418b6c0, src=094d0640, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2022-12-31 sceDmacMemcpy(dest=04150cc0, src=08f6b150, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2022-12-30 00000000=sceUtilityScreenshotInitStart(09d2fee8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2022-12-29 00000000=sceUtilityScreenshotInitStart(09caf868)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2022-12-29 00000000=sceUtilityScreenshotInitStart(09caf888)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2022-12-29 00000000=sceUtilityScreenshotInitStart(09caf848)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2022-12-24 Jump to invalid address: 072a4280
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2022-12-21 Jump to invalid address: 0245d9a0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2022-12-21 Branch in Jump delay slot at 09fff2ac in block starting at 09fff0cc
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2022-12-21 Jump to invalid address: 023ccd20
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2022-12-21 Branch in Jump delay slot at 09fff2a8 in block starting at 09fff0cc
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2022-12-21 Jump to invalid address: 03f28100
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2022-12-21 Jump to invalid address: 02457e60