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Game title Version Latest Report Message
DYNASTY WARRIORS v1.15.4 2024-03-23 sceKernelLoadModule: unsupported options size=00000014, flags=00010000, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.12.2 2024-03-23 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 r4p0-00rel0 [Revision 96995]. 01f74441:00000b3c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; 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 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; 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 * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; 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 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 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 |
DYNASTY WARRIORS v1.16.6 2024-03-12 sceKernelCreateThread(name=kpspident): unsupported attributes 00001006
DYNASTY WARRIORS v1.14.4 2024-03-11 80630006=sceAtracSetData(0, 09469248, 0006bbc8): invalid RIFF header
DYNASTY WARRIORS v1.10.3 2024-03-09 Unknown syscall in known module 'sceNpService': 0x857b47d3
DYNASTY WARRIORS v1.10.3 2024-03-09 Unknown syscall in known module 'sceNpService': 0x633b5f71
DYNASTY WARRIORS v1.10.3 2024-03-09 Unknown syscall in known module 'sceNpService': 0x37e1e274
DYNASTY WARRIORS v1.10.3 2024-03-09 Unknown syscall in known module 'sceNpService': 0x1d60ae4b
DYNASTY WARRIORS v1.17.1 2024-02-29 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.17.1 2024-02-20 sceUtilityMsgDialogInitStart: invalid status
DYNASTY WARRIORS v1.17.1 2024-02-18 Detected FBO at Y offset 240 of 04088000: 040c4000
DYNASTY WARRIORS v1.16.6 2024-01-23 __KernelStopThread: thread 679 does not exist (ApctlThread deleted)
DYNASTY WARRIORS v1.12.3-1264-gf8c219b7f 2024-01-08 Failed to read valid video stream data from header
DYNASTY WARRIORS v1.16.6 2023-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=089e4028, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.16.6 2023-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=089e4028, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.16.6 2023-10-31 __KernelStopThread: thread 359 does not exist (helper deleted)
DYNASTY WARRIORS v1.16.2 2023-09-27 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
DYNASTY WARRIORS v1.15.4 2023-09-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fffd10, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.15.4 2023-09-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.15.4 2023-09-21 sceKernelLoadModule: unsupported options size=00000014, flags=088dbfc8, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.15.4 2023-09-21 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.15.4 2023-09-21 sceKernelLoadModule: unsupported options size=00000014, flags=088273f0, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.15.4 2023-09-17
DYNASTY WARRIORS v1.12.3 2023-08-14 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 r4p1-01rel0 [Revision 96995]. 01f74441:00000b3c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; 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 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; 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 * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; 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 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 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 |
DYNASTY WARRIORS v1.15.4 2023-08-12 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=2 MC=8
DYNASTY WARRIORS v1.15.4 2023-08-12 An uneaten prefix at end of block: 08ab2694
DYNASTY WARRIORS v1.14.4 2023-07-23 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
DYNASTY WARRIORS v1.15.4 2023-07-06 sceKernelLoadModule: unsupported options size=00000014, flags=08d74120, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.14.4 2023-05-04 80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header
DYNASTY WARRIORS v1.14.4 2023-05-04 80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header
DYNASTY WARRIORS v1.14.4 2023-04-29 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = 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 { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (
DYNASTY WARRIORS v1.14.4 2023-04-29 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:122: 'comp' : redefinition ERROR: 0:123: 'type' : redefinition ERROR: 0:171: 'comp' : redefinition ERROR: 0:172: 'type' : redefinition ERROR: 0:220: 'comp' : redefinition ERROR: 0:221: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000128 HWX C Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000128 HWX C Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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(0.0, 0.0, 1.0, 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 { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_l
DYNASTY WARRIORS v1.14.4 2023-02-26 __KernelStopThread: thread 370 does not exist (helper deleted)
DYNASTY WARRIORS v1.14.4 2023-02-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.13.2 2022-12-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.13.2 2022-11-22 sceSasSetADSRMode(08a86580, 20, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
DYNASTY WARRIORS v1.12.3 2022-11-22 WriteToHardware: Invalid address 00000030 near PC 08000000 LR 08000000
DYNASTY WARRIORS v1.13.1 2022-11-19 Error in shader compilation: info: Compile failed. 01f74441:00000b3c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull #version 100 // PowerVR SGX 540 - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; 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 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; 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 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { i
DYNASTY WARRIORS v1.12.3 2022-11-04 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
DYNASTY WARRIORS v1.12.3 2022-07-15 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
DYNASTY WARRIORS v1.12.3 2022-06-28 sceGeBreak(mode=0, unknown=08a6ac20): unknown ptr (valid)
DYNASTY WARRIORS v1.16.6 2024-03-12 Unimplemented HLE function Kprintf
DYNASTY WARRIORS v1.12.3 2022-06-28 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
DYNASTY WARRIORS v1.12.3 2022-06-26 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
DYNASTY WARRIORS v1.12.3 2022-06-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.12.3 2022-06-17 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
DYNASTY WARRIORS v1.12.3 2022-06-14 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.12.3 2022-06-14 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.12.3 2022-06-14 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.12.3 2022-06-14 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.12.3 2022-05-05 sceKernelLoadModule: unsupported options size=00000014, flags=09fbec58, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.12.3 2022-05-05 Decoding texture from VRAM mirror at 04710000 swizzle=0
DYNASTY WARRIORS v1.12.3 2022-04-18 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.12.3 2022-03-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -559038737
DYNASTY WARRIORS v1.12.3 2022-03-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146162456
DYNASTY WARRIORS v1.12.3 2022-03-20 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 102464
DYNASTY WARRIORS v1.12.3 2022-03-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145477076
DYNASTY WARRIORS v1.12.3 2022-03-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 2568
DYNASTY WARRIORS v1.12.3 2022-03-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143464896
DYNASTY WARRIORS v1.12.3 2022-03-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148424880
DYNASTY WARRIORS v1.12.3 2022-03-20 sceKernelCreateSema(SEEDMUTEX) unsupported options parameter, size = 148078936
DYNASTY WARRIORS v1.12.3 2022-03-20 MFIC instruction hit (70020024) at 089941c4
DYNASTY WARRIORS v1.12.3 2022-03-20 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
DYNASTY WARRIORS v1.12.3 2022-03-20 GE Interrupt: newState might be 1
DYNASTY WARRIORS v1.12.3 2022-03-20 sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid)
DYNASTY WARRIORS v1.11.3 2022-02-27 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.12.3 2022-02-20 Jump to invalid address: 05583b60
DYNASTY WARRIORS v1.12.3 2022-02-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.12.3 2022-02-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.12.3 2021-11-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0896e957, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.11.3 2021-10-25 80630006=sceAtracSetData(2, 08d13180, 00038000): invalid RIFF header
DYNASTY WARRIORS v1.11.3 2021-09-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396
DYNASTY WARRIORS v1.11.3 2021-09-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512
DYNASTY WARRIORS v1.11.3 2021-09-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759408
DYNASTY WARRIORS v1.11.3 2021-09-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
DYNASTY WARRIORS v1.14.4 2023-02-05 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.14.4 2023-02-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.12.3 2022-02-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000136, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.11.3 2021-08-15 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first
DYNASTY WARRIORS v1.10.3 2021-07-30 Bottom-right corner of source of block transfer is at an invalid address: 0480fec4
DYNASTY WARRIORS v1.11.3 2021-07-11 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
DYNASTY WARRIORS v1.11.3 2021-07-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145269936
DYNASTY WARRIORS v1.11.3 2021-07-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145257684
DYNASTY WARRIORS v1.11.3 2021-07-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432
DYNASTY WARRIORS v1.11.3 2021-07-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070
DYNASTY WARRIORS v1.11.3 2021-07-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468
DYNASTY WARRIORS v1.11.3 2021-07-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145106660
DYNASTY WARRIORS v1.11.3 2021-07-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.11.3 2021-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
DYNASTY WARRIORS v1.4.2 2021-06-06 Wrong magic number 000015f7
DYNASTY WARRIORS v1.11.3 2021-05-17 sceKernelVolatileMemUnlock(0) FAILED - not locked
DYNASTY WARRIORS v1.11.3 2021-05-10 Unknown GetPointer 00000000 PC 0888e8ec LR 0888e8ec
DYNASTY WARRIORS v1.14.4 2024-03-11 Video out requested, not supported: mode=0 size=0,0
DYNASTY WARRIORS v1.10.2 2021-03-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS v1.10.2 2021-03-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1
DYNASTY WARRIORS v1.10.2 2021-03-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144849144
DYNASTY WARRIORS v1.10.2 2021-03-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144841164
DYNASTY WARRIORS v1.10.2 2021-03-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 108
DYNASTY WARRIORS v1.10.2 2021-03-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145732183
DYNASTY WARRIORS v1.9.3-80-g73bf6098e 2021-03-17 sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2