Recent logs - NARUTO SHIPPUDEN: Ultimate Ninja Impact

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.1 2021-10-21 sceDmacMemcpy(dest=04164fc0, src=091dc020, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2021-10-21 sceDmacMemcpy(dest=04168780, src=092ec960, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-21 sceDmacMemcpy(dest=0418c8c0, src=093dac60, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2021-10-20 Error in shader program link: info: Error: shader version mismatch fs: 00000000:06200800 LM Fog StenToAlphaDual Sten0 #version 320 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 612 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in lowp vec4 v_color0; in lowp vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, 0.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01f00001:00000325 HWX N LM Fog Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 Cull #version 320 es // Adreno (TM) 612 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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 vec3 u_matdiffuse; 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 float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); 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 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2021-10-20 Error in shader program link: info: Error: shader version mismatch fs: 00000000:0a21d800 LM Fog StenToAlphaDual Sten1 AlphaTest0 > #version 320 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 612 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D testtex; in lowp vec4 v_color0; in lowp vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; 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: 01f00001:00000325 HWX N LM Fog Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 Cull #version 320 es // Adreno (TM) 612 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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 vec3 u_matdiffuse; 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 float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); 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 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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 = u_cullRangeMax
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2021-10-20 Error in shader program link: info: Error: shader version mismatch fs: 00000000:00200002 Tex Fog TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 612 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out 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: 00000000:00090334 HWX N Fog Tex TexProjNNrm UVMtx Cull #version 320 es // Adreno (TM) 612 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 1.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2021-10-20 Error in shader program link: info: Error: shader version mismatch fs: 00000000:00200002 Tex Fog TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 612 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out 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: 00000000:00000934 HWX T Fog Tex Cull #version 320 es // Adreno (TM) 612 - 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2021-10-20 00000000=sceUtilityScreenshotInitStart(09cae408)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-19 FBO created from existing depthbuffer as color, 04198000/00000000 and 04110000/04198000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-19 FBO created from existing depthbuffer as color, 04198000/00000000 and 04088000/04198000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-19 FBO created from existing depthbuffer as color, 04198000/00000000 and 04000000/04198000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-18 00000000=sceUtilityScreenshotInitStart(09cb00a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-18 00000000=sceUtilityScreenshotInitStart(09ca90a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-17 sceDmacMemcpy(dest=04155300, src=09308340, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2021-10-17 00000000=sceUtilityScreenshotInitStart(09ced468)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-17 sceDmacMemcpy(dest=0416fcc0, src=09384480, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-16 sceDmacMemcpy(dest=04172640, src=09305050, size=320): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-16 sceUtilityOskInitStart: invalid status
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-16 sceIoAssign(fatms0:, msstor0p1:, fatms0:, IOASSIGN_RDWR, 00000000, 0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-16 00000000=sceUtilityScreenshotInitStart(09cabfe8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-18 sceDmacMemcpy(dest=041609c0, src=09308aa0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-15 Jump to invalid address: 07172380
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-15 sceDmacMemcpy(dest=0416d780, src=091dcba0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-15 sceDmacMemcpy(dest=0413d0c0, src=09110fd0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-15 sceDmacMemcpy(dest=04156640, src=0928caa0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-14 WriteToHardware: Invalid address 43689a5e near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-14 sceDmacMemcpy(dest=04128900, src=0910c1a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-14 00000000=sceUtilityScreenshotInitStart(09ca9588)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-12 sceDmacMemcpy(dest=041a3a80, src=091061a0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.2 2021-10-12 sceDmacMemcpy(dest=04177940, src=09118e60, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.1 2021-10-11 sceDmacMemcpy(dest=04126e80, src=095999c0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.1 2021-10-11 sceDmacMemcpy(dest=04165900, src=091f6ca0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-09 sceDmacMemcpy(dest=04141440, src=090e1b00, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-09 sceDmacMemcpy(dest=04153100, src=09348ac0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-09 sceDmacMemcpy(dest=0415b800, src=090e6c60, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-09 00000000=sceUtilityScreenshotInitStart(09cac468)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-09 sceDmacMemcpy(dest=0416c3c0, src=0926d060, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-08 sceDmacMemcpy(dest=04187e00, src=091b7ca0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-08 sceDmacMemcpy(dest=0418f080, src=090f5c20, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-08 00000000=sceUtilityScreenshotInitStart(09cab268)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-07 sceDmacMemcpy(dest=04150cc0, src=091c9560, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-07 sceDmacMemcpy(dest=0417bf40, src=09428d40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-06 00000000=sceUtilityScreenshotInitStart(09cadbc8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-05 sceDmacMemcpy(dest=04154240, src=09163920, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-04 00000000=sceUtilityScreenshotInitStart(09cafc48)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-04 sceDmacMemcpy(dest=04153b80, src=093a7500, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-03 sceDmacMemcpy(dest=04192280, src=0947d500, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2021-10-02 00000000=sceUtilityScreenshotInitStart(09d2b928)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-02 Error in shader program link: info: Link failed because of missing fragment shader. fs: thin3d vs: thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-01 sceDmacMemcpy(dest=0414ec80, src=093113c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-01 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-01 00000000=sceUtilityScreenshotInitStart(09cae428)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-01 00000000=sceUtilityScreenshotInitStart(09cb4308)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-01 sceDmacMemcpy(dest=04177d40, src=09241b40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-10-01 sceDmacMemcpy(dest=04183300, src=09398bc0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-30 sceDmacMemcpy(dest=04160e40, src=09166c60, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-30 sceDmacMemcpy(dest=04126e80, src=095f8f70, size=384): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-30 Jump to invalid address: 071724c0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2021-09-29 sceDmacMemcpy(dest=041d9800, src=0919dd20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-29 sceDmacMemcpy(dest=0415aa00, src=092f1c40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2021-09-29 sceIoIoctl(disc0:/UMD_DATA.BIN, 01020001, 00000000, 0, 08b84800, 800)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.3 2021-09-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 33144
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-28 sceDmacMemcpy(dest=04153b40, src=09279280, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-27 00000000=sceUtilityScreenshotInitStart(09cae248)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-26 sceDmacMemcpy(dest=041854c0, src=092f0c50, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-26 00000000=sceUtilityScreenshotInitStart(09cae568)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-26 00000000=sceUtilityScreenshotInitStart(09cae528)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-26 sceDmacMemcpy(dest=04126e80, src=092a37a0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000139, pos=0, access=1, data=2, text=2
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-26 sceDmacMemcpy(dest=04154300, src=093ffbc0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-25 00000000=sceUtilityScreenshotInitStart(09caf2a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2021-09-24 00000000=sceUtilityScreenshotInitStart(09cacf28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.10.2 2021-09-24 00000000=sceUtilityScreenshotInitStart(09cacee8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute) 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 v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:16: 'assign' : l-value required (can't modify a vertex in/attribute) 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 v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:16: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000002 THR #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 vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:41: 'assign' : l-value required (can't modify a vertex in/attribute) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; in vec3 h_normal; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); float rotAngle1 = length(viewPos)*-0.000046; viewPos.yz = vec2(viewPos.y*cos(rotAngle1)+viewPos.z*sin(rotAngle1), viewPos.z*cos(rotAngle1)-viewPos.y*sin(rotAngle1)); viewPos.xyz += vec3(0.000000, 353.614258, 1038.795898)*viewPos.w; float rotAngle = 0.146810; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 100.000002; 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; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:46: 'assign' : l-value required (can't modify a vertex in/attribute) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in vec3 h_normal; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); float rotAngle1 = length(viewPos)*-0.000046; viewPos.yz = vec2(viewPos.y*cos(rotAngle1)+viewPos.z*sin(rotAngle1), viewPos.z*cos(rotAngle1)-viewPos.y*sin(rotAngle1)); viewPos.xyz += vec3(0.000000, 353.614258, 1038.795898)*viewPos.w; float rotAngle = 0.146810; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 100.000002; 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; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:45: 'assign' : l-value required (can't modify a vertex in/attribute) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; in vec3 h_normal; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); float rotAngle1 = length(viewPos)*-0.000046; viewPos.yz = vec2(viewPos.y*cos(rotAngle1)+viewPos.z*sin(rotAngle1), viewPos.z*cos(rotAngle1)-viewPos.y*sin(rotAngle1)); viewPos.xyz += vec3(0.000000, 353.614258, 1038.795898)*viewPos.w; float rotAngle = 0.146810; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 100.000002; 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; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:93: 'assign' : l-value required (can't modify a vertex in/attribute) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; in vec3 h_normal; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); float rotAngle1 = length(viewPos)*-0.000046; viewPos.yz = vec2(viewPos.y*cos(rotAngle1)+viewPos.z*sin(rotAngle1), viewPos.z*cos(rotAngle1)-viewPos.y*sin(rotAngle1)); viewPos.xyz += vec3(0.000000, 353.614258, 1038.795898)*viewPos.w; float rotAngle = 0.146810; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 100.000002; 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; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = worldnormal*0.5+0.5; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute) 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 vec3 h_normal; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:43: 'assign' : l-value required (can't modify a vertex in/attribute) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in vec3 h_normal; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); float rotAngle1 = length(viewPos)*-0.000046; viewPos.yz = vec2(viewPos.y*cos(rotAngle1)+viewPos.z*sin(rotAngle1), viewPos.z*cos(rotAngle1)-viewPos.y*sin(rotAngle1)); viewPos.xyz += vec3(0.000000, 353.614258, 1038.795898)*viewPos.w; float rotAngle = 0.146810; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 100.000002; 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; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2021-09-23 Error in shader compilation: info: Compile failed. ERROR: 0:16: 'assign' : l-value required (can't modify a vertex in/attribute) 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 vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-30 Jump to invalid address: 0708c380
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-22 Jump to invalid address: 07180400
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-22 Jump to invalid address: 0717a1c0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-20 00000000=sceUtilityScreenshotInitStart(09d3a968)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-19 WriteToHardware: Invalid address 5b5b7db7 near PC 0882dd6c LR 0882df30
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-18 WriteToHardware: Invalid address 000007b8 near PC 088183f4 LR 08818b2c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-18 00000000=sceUtilityScreenshotInitStart(09cace68)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-18 80630006=sceAtracSetDataAndGetID(08b3d9c4, 00008000): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-18 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00006440, 00006440, 09fbba6c[ffffffff]): invalid ea3 magic bytes
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-17 Jump to invalid address: 05684460
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-17 WriteToHardware: Invalid address 000007b8 near PC 0880bba8 LR 0880bba8
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-16 00000000=sceUtilityScreenshotInitStart(09d34f68)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-16 sceDmacMemcpy(dest=04126e80, src=0900bd20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-15 sceDmacMemcpy(dest=04150f40, src=0933d5e0, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2021-09-15 sceDmacMemcpy(dest=04172580, src=0900bd20, size=128): overlapping read