Recent logs - 刺客信条 血统 汉化版 PLAY汉化组

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
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-11-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b65294, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-11-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b65294, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-11-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ad29e4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-11-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ad29e4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-11-25 WriteToHardware: Invalid address f8cbdf3e near PC 089c5294 LR 089c5294
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-11-25 WriteToHardware: Invalid address 3f800000 near PC 08a62c60 LR 08a62bd4
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-11-17 Ignoring func export scePsmfPlayer/235d8787, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1106-gbd066b4e5 2020-11-03 Error in shader compilation: info: INTERNAL ERROR: no main() function! ERROR: 0 compilation errors. No code generated. 00000000:02800022 Tex TexAlpha 2x StenToAlphaDual StenUniform TFuncMod #version 300 es #define DISCARD discard
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1106-gbd066b4e5 2020-11-03 Error in shader compilation: info: INTERNAL ERROR: no main() function! ERROR: 0 compilation errors. No code generated. 00000000:02800002 Tex 2x StenToAlphaDual StenUniform TFuncMod #version 300 es #define DISCARD discard
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1106-gbd066b4e5 2020-11-03 Error in shader compilation: info: INTERNAL ERROR: no main() function! ERROR: 0 compilation errors. No code generated. 00000000:0280f022 Tex TexAlpha 2x StenToAlphaDual StenUniform TFuncMod AlphaTest >= #version 300 es #define DISCARD discard
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1106-gbd066b4e5 2020-11-03 Error in shader compilation: info: INTERNAL ERROR: no main() function! ERROR: 0 compilation errors. No code generated. 01010000:00000b18 HWX C T N Tex Light: MatUp:1 #version 300 es precision highp float;
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1106-gbd066b4e5 2020-11-03 Error in shader compilation: info: INTERNAL ERROR: no main() function! ERROR: 0 compilation errors. No code generated. 00000000:00000001 Clear #version 300 es #define DISCARD discard
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1106-gbd066b4e5 2020-11-03 Error in shader compilation: info: INTERNAL ERROR: no main() function! ERROR: 0 compilation errors. No code generated. 00000000:0000000a THR C #version 300 es precision highp float;
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1118-gf429c9739 2020-11-04 Error in shader compilation: info: ERROR: 0:4: '' : GLSL compile error: Extension directives must occur before any non-preprocessor tokens. ERROR: 0:5: '' : GLSL compile error: Extension directives must occur before any non-preprocessor tokens. ERROR: 0:12: 'inout' : requires extension GL_EXT_shader_framebuffer_fetch to be enabled ERROR: 3 compilation errors. No code generated. 00000000:02800022 Tex TexAlpha 2x StenToAlphaDual StenUniform TFuncMod #version 300 es #define DISCARD discard precision lowp float; #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); }
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1118-gf429c9739 2020-11-04 Error in shader compilation: info: ERROR: 0:4: '' : GLSL compile error: Extension directives must occur before any non-preprocessor tokens. ERROR: 0:5: '' : GLSL compile error: Extension directives must occur before any non-preprocessor tokens. ERROR: 0:12: 'inout' : requires extension GL_EXT_shader_framebuffer_fetch to be enabled ERROR: 3 compilation errors. No code generated. 00000000:02800002 Tex 2x StenToAlphaDual StenUniform TFuncMod #version 300 es #define DISCARD discard precision lowp float; #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); }
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1118-gf429c9739 2020-11-04 Error in shader compilation: info: ERROR: 0:4: '' : GLSL compile error: Extension directives must occur before any non-preprocessor tokens. ERROR: 0:5: '' : GLSL compile error: Extension directives must occur before any non-preprocessor tokens. ERROR: 0:13: 'inout' : requires extension GL_EXT_shader_framebuffer_fetch to be enabled ERROR: 3 compilation errors. No code generated. 00000000:0280f022 Tex TexAlpha 2x StenToAlphaDual StenUniform TFuncMod AlphaTest >= #version 300 es #define DISCARD discard precision lowp float; #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); }
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-1118-gf429c9739 2020-11-04 Error in shader compilation: info: ERROR: 0:4: '' : GLSL compile error: Extension directives must occur before any non-preprocessor tokens. ERROR: 0:8: 'inout' : requires extension GL_EXT_shader_framebuffer_fetch to be enabled ERROR: 2 compilation errors. No code generated. 00000000:00000001 Clear #version 300 es #define DISCARD discard precision lowp float; #extension GL_EXT_shader_framebuffer_fetch : require #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-10-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d0f334, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-10-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d0f334, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-894-gb3cf097e7 2020-10-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-833-gf82754e8b 2020-10-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-10-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4d594, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-10-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=1, text=1
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-10-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-10-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-10-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b92d54, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-10-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b92d54, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-10-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bac064, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-10-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bac064, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-989-gee11c796a 2020-11-30 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3-989-gee11c796a 2020-11-30 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
刺客信条 血统 汉化版 PLAY汉化组 v1.10.2 2020-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c2adc4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b39394, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-09-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b39394, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-10-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-08-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b335e4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-08-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b335e4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc9394, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc9394, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-08-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d329b4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-08-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d329b4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5c484, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5c484, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ada6e4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ada6e4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b45d44, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b45d44, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bff234, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bff234, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c51464, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c51464, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/ee232411, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/ca1e6945, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/980f4895, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/5c3e4a9e, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/dcc80c2f, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/0da7535e, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/3aea8cb6, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/57fcb733, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/a834319d, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/681e61a7, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/099ef33c, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/bc75d85b, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-25 Ignoring func export sceLibFont/27f6e642, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-27 Ignoring func export sceLibFont/574b6fbc, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.10.2 2020-08-24 Ignoring func export sceLibFont/67f17ed7, already implemented in HLE.
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-08-21 WriteToHardware: Invalid address 00000164 near PC 08a58ad8 LR 08a58ad8
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-08-21 ReadFromHardware: Invalid address 408b72a4 near PC 08000000 LR 08000000
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4cbf4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4cbf4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bec434, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bec434, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c01cb4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c01cb4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c44434, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c44434, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-08-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c7dba4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-08-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c7dba4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.7.2 2020-08-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c4dad4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.7.2 2020-08-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c4dad4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.4.2-199-g3249d81 2020-08-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5eda4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.4.2-199-g3249d81 2020-08-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5eda4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-08-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6cf54, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-08-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6cf54, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-08-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b37f14, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-08-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b37f14, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-08-03 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c58c84, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.4 2020-08-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c58c84, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.4.2-425-g7a7ccee5e 2020-08-03 ReadFromHardware: Invalid address 3f800000 near PC 08a6333c LR 08a6333c
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-07-31 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 r5p0-01rel0 [Revision 96995]. 01f14444:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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 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 mediump vec3 u_lightatt3; 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
刺客信条 血统 汉化版 PLAY汉化组 v1.10.3 2020-07-31 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 r5p0-01rel0 [Revision 96995]. 01f10044:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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 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 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
刺客信条 血统 汉化版 PLAY汉化组 v1.4.2-199-g3249d81 2020-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b61664, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.4.2-199-g3249d81 2020-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b61664, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-07-30 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d002 Tex Fog 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; 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); if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-07-30 Error in shader program link: info: (unknown reason) fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in 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); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01710000:0000031c HWX C N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; 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 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 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-312-g31646d6c8 2020-07-30 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out 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; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00000914 HWX T Fog Tex Light: MatUp:1 #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_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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; 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; }
刺客信条 血统 汉化版 PLAY汉化组 v1.10.2 2020-07-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0bb94, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.10.2 2020-07-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0bb94, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-11-26 Unknown GetPointer 00000000 PC 088d8da4 LR 08000024
刺客信条 血统 汉化版 PLAY汉化组 v1.9.0 2020-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c012e4, 4, 00000000, 0)