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Game title |
Version |
Latest Report |
Message |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.4.2-425-g7a7ccee5e |
2023-05-28 |
Wrong magic number 1673a515 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.4.2-425-g7a7ccee5e |
2023-05-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c02394, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.4.2-425-g7a7ccee5e |
2023-05-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c02394, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.1 |
2023-05-26 |
UI scissor out of bounds in GamePauseScreen: 1601,11-427,489 / 1280,800 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.1 |
2023-05-26 |
UI scissor out of bounds in GamePauseScreen: 0,11-1587,489 / 1280,800 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.15.3 |
2023-05-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf4824, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.15.3 |
2023-05-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bf4824, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.7.2 |
2023-04-28 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r6p2-01rel0 [Revision 96995].
01f10444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = 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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 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.w = u_cullRangeMax.w;
}
}
gl_Position = outPos;
}
|
刺客信条 血统 汉化版 PLAY汉化组 |
v1.4.2-425-g7a7ccee5e |
2023-04-26 |
80630006=sceAtracSetHalfwayBufferAndGetID(08df8a40, 00001000, 00040000): invalid RIFF header |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-04-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb8454, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-04-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb8454, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.4 |
2023-04-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d6d6d4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-04-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbcfc4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-04-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbcfc4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2023-03-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbc734, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2023-03-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbc734, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.10.3 |
2023-03-03 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.10.3 |
2023-03-03 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145224280 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.10.3 |
2023-03-03 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151249632 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.10.3 |
2023-03-03 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146210816 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-02-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8e9d4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-02-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8e9d4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-02-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af4ea4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-02-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af4ea4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-13 |
Jump to invalid address: 0314eac0 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-13 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088bf034 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-13 |
ReadFromHardware: Invalid address 3f8000cc near PC 08000000 LR 08000000 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba8834, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba8834, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c40b04, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c40b04, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af83a4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af83a4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-12 |
WriteToHardware: Invalid address 00001320 near PC 08000000 LR 08000000 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-02-12 |
ReadFromHardware: Invalid address 010b7288 near PC 08000000 LR 08000000 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-02-10 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel1 [Revision 96995].
01f10444:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f10444:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying 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);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 | |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-27 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b3b2b4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-27 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b3b2b4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2023-01-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b83934, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2023-01-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b83934, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.9.0 |
2023-01-22 |
ReadFromHardware: Invalid address e8191110 near PC e8191110 LR 088bf034 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b68e14, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b68e14, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d88724, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d88724, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14 |
2023-01-11 |
UI scissor out of bounds in GameSettingsScreen: 0,85-720,1256 / 1440,720 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14 |
2023-01-11 |
UI scissor out of bounds in GameSettingsScreen: 560,0-2294,360 / 1440,720 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-08 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_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;
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);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.1 |
2022-12-26 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
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v1.14.4 |
2023-03-16 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.4.2-425-g7a7ccee5e |
2023-03-18 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:19: error(#143) Undeclared identifier u_proj
ERROR: error(#273) 1 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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 = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
刺客信条 血统 汉化版 PLAY汉化组 |
v1.4.2-425-g7a7ccee5e |
2022-12-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09daec74, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.4.2-425-g7a7ccee5e |
2022-12-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09daec74, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2023-01-22 |
Failed to read valid video stream data from header |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c00da4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c00da4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.4.2-425-g7a7ccee5e |
2023-04-26 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-11-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be8174, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-11-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be8174, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.15.4 |
2023-05-31 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
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v1.12.3 |
2022-10-29 |
Unknown GE command : fa200007 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-10-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09dc2c04, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-10-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09dc2bf4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-10-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09dc2bf4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-10-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bcfe84, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-10-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bcfe84, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
Unimplemented HLE function sceHprmRegisterCallback |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.2 |
2022-10-13 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2 |
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v1.12.2 |
2022-10-13 |
Video out requested, not supported: mode=0 size=0,0 |
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v1.11.3 |
2022-10-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ae1624, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.11.3 |
2022-10-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ae1624, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-10-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b76db4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.2 |
2022-10-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b76db4, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.11.3 |
2022-10-04 |
sceIoAssign(flash1:, lflash0:0,1, flashfat1:, IOASSIGN_RDWR, 00000000, 0) |
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v1.11.3 |
2022-10-04 |
sceIoUnassign(flash1:) |
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v1.11.3 |
2022-10-04 |
sceIoAssign(flash0:, lflash0:0,0, flashfat0:, IOASSIGN_RDWR, 00000000, 0) |
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v1.11.3 |
2022-10-04 |
sceIoUnassign(flash0:) |
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v1.11.3 |
2022-10-04 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
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v1.13.1 |
2022-09-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b77554, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2022-09-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b77554, 4, 00000000, 0) |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.12.3 |
2022-09-14 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=1, text=1 |
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v1.13.1 |
2022-08-24 |
Jump to invalid address: 0214ab10 |
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v1.13.1 |
2022-08-24 |
Jump to invalid address: 0214b220 |
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v1.13.1 |
2022-08-24 |
Jump to invalid address: 02e29900 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2022-08-24 |
Jump to invalid address: 02e29700 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2022-08-24 |
Jump to invalid address: 0214a2b0 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2022-08-24 |
Jump to invalid address: 02e29690 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2022-08-24 |
Jump to invalid address: 02e29970 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2022-08-24 |
Jump to invalid address: 0214a340 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2022-08-24 |
Jump to invalid address: 0214a240 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2022-08-24 |
Jump to invalid address: 0214a130 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.13.1 |
2022-08-24 |
Jump to invalid address: 02e299e0 |