Recent logs - NARUTO SHIPPUDEN: Ultimate Ninja Impact

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Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-31 sceDmacMemcpy(dest=041426c0, src=093ab560, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2020-10-30 Wrong magic number fff0fff0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-29 WriteToHardware: Invalid address 34050001 near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2020-10-29 00000000=sceUtilityScreenshotInitStart(09d36728)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-29 sceDmacMemcpy(dest=04176b00, src=094315c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2020-10-29 sceDmacMemcpy(dest=041b9300, src=09342c40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-26 sceDmacMemcpy(dest=04166980, src=09232cc0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-26 WriteToHardware: Invalid address 000007bf near PC 08949694 LR 08949694
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-26 00000000=sceUtilityScreenshotInitStart(09cae3a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2020-10-25 sceDmacMemcpy(dest=0415b240, src=092d85c0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2020-10-25 sceDmacMemcpy(dest=0415ba40, src=092d8e80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2020-10-25 sceDmacMemcpy(dest=0415aec0, src=092d83c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2020-10-25 sceDmacMemcpy(dest=0415c180, src=092d9480, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2020-10-25 sceDmacMemcpy(dest=0415bec0, src=092d9200, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2020-10-25 sceDmacMemcpy(dest=0415b040, src=092d84c0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-25 00000000=sceUtilityScreenshotInitStart(09caab88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-24 00000000=sceUtilityScreenshotInitStart(09cab808)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-24 WriteToHardware: Invalid address 000007bf near PC 08ad7b38 LR 08ad7b38
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2020-10-23 sceDmacMemcpy(dest=0415f040, src=091af610, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-23 sceDmacMemcpy(dest=04159940, src=0923ba20, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-22 WriteToHardware: Invalid address 5b5b7db7 near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-22 00000000=sceUtilityScreenshotInitStart(09caea48)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-22 00000000=sceUtilityScreenshotInitStart(09cecf88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-21 WriteToHardware: Invalid address 000007bf near PC 088184cc LR 08818b2c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-21 80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-21 80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-20 sceDmacMemcpy(dest=04177f80, src=09227fe0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-19 00000000=sceUtilityScreenshotInitStart(09cadc88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-18 sceDmacMemcpy(dest=0414ef80, src=0912e220, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-17 Error in shader program link: info: (unknown reason) fs: 00000000:0a21d000 Fog StenToAlphaDual Sten1 AlphaTest0 > #version 300 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; fragColor0 = vec4(v.rgb, 1.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 00000000:00000104 HWX Fog #version 300 es precision highp float; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-17 Error in shader program link: info: (unknown reason) fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); vec4 outPos = 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-17 Error in shader program link: info: (unknown reason) fs: 00000000:00200802 Tex LM Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = 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 300 es precision highp float; 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_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; 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); vec4 outPos = 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 = 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-17 Error in shader program link: info: (unknown reason) fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000914 HWX T Fog Tex #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; 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; 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); vec4 outPos = 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-17 Error in shader program link: info: (unknown reason) fs: 00000000:0a21d002 Tex Fog StenToAlphaDual Sten1 TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_blend_func_extended : require #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 mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; fragColor0 = vec4(v.rgb, 1.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 00000000:00000914 HWX T Fog Tex #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; 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; 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); vec4 outPos = 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-17 Error in shader program link: info: (unknown reason) fs: 00000000:0a21d022 Tex TexAlpha Fog StenToAlphaDual Sten1 TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_blend_func_extended : require #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 mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; fragColor0 = vec4(v.rgb, 1.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); vec4 outPos = 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-17 Error in shader program link: info: (unknown reason) fs: 00000000:00200000 Fog #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000104 HWX Fog #version 300 es precision highp float; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3-856-g44a93f98e 2020-10-17 __KernelStopThread: thread 376 does not exist
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-15 sceDmacMemcpy(dest=04179500, src=0939ec80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-14 00000000=sceUtilityScreenshotInitStart(09d38ac8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-14 sceDmacMemcpy(dest=04141440, src=090fa5c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-13 sceDmacMemcpy(dest=0413b6c0, src=0900bd20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-11 sceDmacMemcpy(dest=04155300, src=09202220, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-11 00000000=sceUtilityScreenshotInitStart(09caec48)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-11 00000000=sceUtilityScreenshotInitStart(09cab6a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-10 80020001=sceKernelCreateMutex(): invalid name
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-10 00000000=sceUtilityScreenshotInitStart(09caa1a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-10-09 sceDmacMemcpy(dest=04154480, src=092b9aa0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-09 sceDmacMemcpy(dest=04128900, src=090c01e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.3-80-g73bf6098e 2020-10-09 __KernelStopThread: thread 325 does not exist
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.3-80-g73bf6098e 2020-10-09 __KernelStopThread: thread 324 does not exist
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-08 Unknown GetPointer 00000000 PC 08000104 LR 083fdec0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2020-10-08 00000000=sceUtilityScreenshotInitStart(09ca9da8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-08 sceDmacMemcpy(dest=04172580, src=09110fd0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2020-10-07 sceDmacMemcpy(dest=040cc080, src=0912a950, size=4096): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-07 sceDmacMemcpy(dest=04172580, src=09111e60, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-07 sceDmacMemcpy(dest=04152cc0, src=0944e540, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-07 sceDmacMemcpy(dest=0413b440, src=09168c80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2020-10-07 WriteToHardware: Invalid address 000007e9 near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2020-10-06 sceDmacMemcpy(dest=04180000, src=09424480, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-06 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-31 RET: Stack empty!
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2020-10-16 Wrong magic number ffffffff
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2020-10-04 sceDmacMemcpy(dest=04159940, src=09246220, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-02 80630006=sceAtracSetData(2, 08d13140, 000015a4): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-02 00000000=sceUtilityScreenshotInitStart(09cb1f88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-01 sceDmacMemcpy(dest=041710c0, src=09308e50, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-01 00000000=sceUtilityScreenshotInitStart(09ca94e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-09-30 00000000=sceUtilityScreenshotInitStart(09caf8e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-09-30 00000000=sceUtilityScreenshotInitStart(09caf8a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-28 00000000=sceUtilityScreenshotInitStart(09cab368)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-27 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-27 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-27 00000000=sceUtilityScreenshotInitStart(09cae708)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.2 2020-09-27 sceDmacMemcpy(dest=04126e80, src=0900bf20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-26 sceDmacMemcpy(dest=041adf40, src=092b2bc0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-26 sceDmacMemcpy(dest=04156ec0, src=092078e0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2020-09-26 sceDmacMemcpy(dest=04175f40, src=0939b740, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-26 sceDmacMemcpy(dest=0414f300, src=09280c80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-24 00000000=sceUtilityScreenshotInitStart(09cae8e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-24 sceDmacMemcpy(dest=04199900, src=0915e920, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-23 00000000=sceUtilityScreenshotInitStart(09caa368)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-23 sceDmacMemcpy(dest=04163000, src=09337340, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-06 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-06 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-06 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-22 WriteToHardware: Invalid address 43627eef near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-22 sceKernelLoadModule: unsupported options size=00000014, flags=08d74120, pos=0, access=1, data=1, text=1
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-22 Unknown GetPointer 00000000 PC 08a8912c LR 08a89150
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-22 UNIMPL sceMpegAvcResourceGetAvcEsBuf(deadbeef)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-09-22 80000107=sceDisplaySetFrameBuf(04044000, 512, 0, 0): must change latched framebuf first
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2020-10-06 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006