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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 |