Recent logs - 刺客信条 血统 汉化版 PLAY汉化组

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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)
刺客信条 血统 汉化版 PLAY汉化组 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)
刺客信条 血统 汉化版 PLAY汉化组 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
刺客信条 血统 汉化版 PLAY汉化组 v1.12.2 2022-10-13 Video out requested, not supported: mode=0 size=0,0
刺客信条 血统 汉化版 PLAY汉化组 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)
刺客信条 血统 汉化版 PLAY汉化组 v1.11.3 2022-10-04 sceIoUnassign(flash1:)
刺客信条 血统 汉化版 PLAY汉化组 v1.11.3 2022-10-04 sceIoAssign(flash0:, lflash0:0,0, flashfat0:, IOASSIGN_RDWR, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.11.3 2022-10-04 sceIoUnassign(flash0:)
刺客信条 血统 汉化版 PLAY汉化组 v1.11.3 2022-10-04 Unimplemented HLE function sceKernelDcacheWritebackAll
刺客信条 血统 汉化版 PLAY汉化组 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
刺客信条 血统 汉化版 PLAY汉化组 v1.13.1 2022-08-24 Jump to invalid address: 0214ab10
刺客信条 血统 汉化版 PLAY汉化组 v1.13.1 2022-08-24 Jump to invalid address: 0214b220
刺客信条 血统 汉化版 PLAY汉化组 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