Recent logs - Burnout Legends

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
Burnout Legends v1.13.1 2022-12-05 sceGeListEnqueue: invalid address 40000000
Burnout Legends v1.13.2 2022-11-27 Error in shader program link: info: (unknown reason) fs: thin3d #version 300 es #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d
Burnout Legends v1.13.2 2022-11-27 Error in shader program link: info: (unknown reason) fs: thin3d #version 300 es #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0) * oColor0; } vs: thin3d
Burnout Legends v1.12.2 2022-11-25 __KernelStopThread: thread 376 does not exist
Burnout Legends v1.13.2 2022-11-25 sceKernelLoadModule: unsupported options size=00000014, flags=206f6564, pos=0, access=1, data=2, text=2
Burnout Legends v1.13.2 2022-11-25 sceKernelLoadModule: unsupported options size=00000014, flags=206f6564, pos=0, access=1, data=1, text=1
Burnout Legends v1.13.2 2022-11-21 __KernelStopThread: thread 334 does not exist
Burnout Legends v1.13.2 2022-11-21 __KernelStopThread: thread 330 does not exist
Burnout Legends v1.9.0 2022-11-16 Bad vertex address 00dfefef!
Burnout Legends v1.9.3-80-g73bf6098e 2022-11-14 __KernelStopThread: thread 801 does not exist
Burnout Legends v1.9.3-80-g73bf6098e 2022-11-14 __KernelStopThread: thread 803 does not exist
Burnout Legends v1.11.3 2022-11-11 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08227a44, firstSym=082278c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227a54, firstSym=082278e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227a58, firstSym=082278e8, varData=00000000, extra=00000000
Burnout Legends v1.10-6-g8ac4efd3c 2022-11-10 Unknown GE command : 03020100
Burnout Legends v1.13.2-1879-g584ca5db6 2022-11-08 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:96: '' : Case label has to be a constant integer expression ERROR: 0:99: '' : Case label has to be a constant integer expression ERROR: 0:145: '' : Case label has to be a constant integer expression ERROR: 0:148: '' : Case label has to be a constant integer expression ERROR: 0:194: '' : Case label has to be a constant integer expression ERROR: 0:197: '' : Case label has to be a constant integer expression ERROR: 0:243: '' : Case label has to be a constant integer expression ERROR: 0:246: '' : Case label has to be a constant integer expression ERROR: 8 compilation errors. No code generated. 01000000:80090b11 HWX T N LM Tex TexProjNNrm UVMtx Light: LightUberShader #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80090b11 HWX T N LM Tex TexProjNNrm UVMtx Light: LightUberShader in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 lowp vec3 v_color1; 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) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (type) { case 1u: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2u: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotC
Burnout Legends v1.13.2-1879-g584ca5db6 2022-11-08 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:95: '' : Case label has to be a constant integer expression ERROR: 0:98: '' : Case label has to be a constant integer expression ERROR: 0:144: '' : Case label has to be a constant integer expression ERROR: 0:147: '' : Case label has to be a constant integer expression ERROR: 0:193: '' : Case label has to be a constant integer expression ERROR: 0:196: '' : Case label has to be a constant integer expression ERROR: 0:242: '' : Case label has to be a constant integer expression ERROR: 0:245: '' : Case label has to be a constant integer expression ERROR: 8 compilation errors. No code generated. 01000000:80000b11 HWX T N LM Tex Light: LightUberShader #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b11 HWX T N LM Tex Light: LightUberShader 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 lowp vec3 v_color1; 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) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (type) { case 1u: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2u: 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.
Burnout Legends v1.13.2-1968-ga3874ebce 2022-11-20 Ignoring possible texturing from framebuffer at 04173200 +0x92 / 64x272
Burnout Legends v1.13.2-1659-gbbb55e9b1 2022-11-07 Ignoring possible texturing from framebuffer at 04174000 +0x228 / 64x272
Burnout Legends v1.13.2 2022-11-06 sceKernelLoadModule: unsupported options size=00000014, flags=2e64692e, pos=0, access=1, data=2, text=2
Burnout Legends v1.13.2 2022-11-06 sceKernelLoadModule: unsupported options size=00000014, flags=2e64692e, pos=0, access=1, data=1, text=1
Burnout Legends v1.13.2 2022-11-03 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04132000 offset: 0 (256x256 stride 256, 8888): [C:04110000/256 Z:00000000/0 X:0 Y:136 reint: false] [C:04132000/256 Z:04110000/512 X:0 Y:0 reint: false]
Burnout Legends v1.13.2 2022-11-02 Unexpected mpeg first timestamp: 2fe1fa85991 / 3290476075409
Burnout Legends v1.13.2-1770-g92fc71ca5 2022-11-05 Ignoring possible texturing from framebuffer at 04174000 +0x179 / 64x272
Burnout Legends v1.13.2-1705-g375f2433f 2022-10-28 Ignoring possible texturing from framebuffer at 04174000 +0x64 / 64x272
Burnout Legends v1.13.2-1705-g375f2433f 2022-10-28 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:90: '' : Case label has to be a constant integer expression ERROR: 0:93: '' : Case label has to be a constant integer expression ERROR: 0:139: '' : Case label has to be a constant integer expression ERROR: 0:142: '' : Case label has to be a constant integer expression ERROR: 0:188: '' : Case label has to be a constant integer expression ERROR: 0:191: '' : Case label has to be a constant integer expression ERROR: 0:237: '' : Case label has to be a constant integer expression ERROR: 0:240: '' : Case label has to be a constant integer expression ERROR: 8 compilation errors. No code generated. 01000000:80000901 HWX T LM Light: LightUberShader #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform 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 lowp vec3 v_color1; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(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_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) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (type) { case 1u: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2u: 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
Burnout Legends v1.13.2-1705-g375f2433f 2022-10-28 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:93: '' : Case label has to be a constant integer expression ERROR: 0:96: '' : Case label has to be a constant integer expression ERROR: 0:142: '' : Case label has to be a constant integer expression ERROR: 0:145: '' : Case label has to be a constant integer expression ERROR: 0:191: '' : Case label has to be a constant integer expression ERROR: 0:194: '' : Case label has to be a constant integer expression ERROR: 0:240: '' : Case label has to be a constant integer expression ERROR: 0:243: '' : Case label has to be a constant integer expression ERROR: 8 compilation errors. No code generated. 01000000:80000911 HWX T LM Tex Light: LightUberShader #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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 lowp vec3 v_color1; 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(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_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) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (type) { case 1u: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2u: 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
Burnout Legends v1.13.2-1865-g094666ef4 2022-11-08 Ignoring possible texturing from framebuffer at 04173200 +0x135 / 64x272
Burnout Legends v1.13.2-1770-g92fc71ca5 2022-11-05 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:95: '' : Case label has to be a constant integer expression ERROR: 0:98: '' : Case label has to be a constant integer expression ERROR: 0:144: '' : Case label has to be a constant integer expression ERROR: 0:147: '' : Case label has to be a constant integer expression ERROR: 0:193: '' : Case label has to be a constant integer expression ERROR: 0:196: '' : Case label has to be a constant integer expression ERROR: 0:242: '' : Case label has to be a constant integer expression ERROR: 0:245: '' : Case label has to be a constant integer expression ERROR: 8 compilation errors. No code generated. 01000000:80090b11 HWX T N LM Tex TexProjNNrm UVMtx Light: LightUberShader #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 lowp vec3 v_color1; 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) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (type) { case 1u: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2u: 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
Burnout Legends v1.13.2-1770-g92fc71ca5 2022-11-05 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:94: '' : Case label has to be a constant integer expression ERROR: 0:97: '' : Case label has to be a constant integer expression ERROR: 0:143: '' : Case label has to be a constant integer expression ERROR: 0:146: '' : Case label has to be a constant integer expression ERROR: 0:192: '' : Case label has to be a constant integer expression ERROR: 0:195: '' : Case label has to be a constant integer expression ERROR: 0:241: '' : Case label has to be a constant integer expression ERROR: 0:244: '' : Case label has to be a constant integer expression ERROR: 8 compilation errors. No code generated. 01000000:80000b11 HWX T N LM Tex Light: LightUberShader #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 lowp vec3 v_color1; 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) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (type) { case 1u: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2u: 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_
Burnout Legends v1.13.2-1647-ga13ab3f76 2022-10-28 UI scissor out of bounds in SystemInfoScreen: 235,0-295,960 / 960,540
Burnout Legends v1.13.2-1647-ga13ab3f76 2022-10-28 UI scissor out of bounds in SystemInfoScreen: 417,0-1272,304 / 960,540
Burnout Legends v1.11.3 2022-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=006f7363, pos=0, access=1, data=1, text=1
Burnout Legends v1.11.3 2022-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=006f7363, pos=0, access=1, data=2, text=2
Burnout Legends v1.13.2 2022-10-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816
Burnout Legends v1.12.3 2022-10-16 sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid)
Burnout Legends v1.13.2 2022-10-13 Bottom-right corner of source of block transfer is at an invalid address: 0480fec0
Burnout Legends v1.13.2 2022-10-13 Bottom-right corner of source of block transfer is at an invalid address: 0480febe
Burnout Legends v1.13.2 2022-10-13 Bottom-right corner of source of block transfer is at an invalid address: 0480febc
Burnout Legends v1.13.2 2022-10-13 Bottom-right corner of source of block transfer is at an invalid address: 0480feb6
Burnout Legends v1.13.2 2022-10-13 Bottom-right corner of source of block transfer is at an invalid address: 0480feb0
Burnout Legends v1.13.2 2022-10-13 Bottom-right corner of source of block transfer is at an invalid address: 0480fea6
Burnout Legends v1.13.2 2022-10-13 Bottom-right corner of source of block transfer is at an invalid address: 0480fe98
Burnout Legends v1.13.2 2022-10-13 Bottom-right corner of source of block transfer is at an invalid address: 0480fe8e
Burnout Legends v1.13.2 2022-10-13 Bottom-right corner of source of block transfer is at an invalid address: 0480fe8c
Burnout Legends v1.13.2 2022-09-29 sceKernelLoadModule: unsupported options size=00000014, flags=30376639, pos=0, access=1, data=2, text=2
Burnout Legends v1.13.2 2022-09-29 sceKernelLoadModule: unsupported options size=00000014, flags=30376639, pos=0, access=1, data=1, text=1
Burnout Legends v1.13.2-1258-gafe3ba01f 2022-09-27 Error in shader compilation: info: ERROR: 0:17: '&' : wrong operand types no operation '&' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:17: '&' : wrong operand types no operation '&' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:17: '&' : wrong operand types no operation '&' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 3 compilation errors. No code generated. 00180000:451e0382 Tex TClampST StenToAlpha Sten0 TFuncMod ColorTest0 != #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 506 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; uvec3 unpackUVec3(highp uint x) { return uvec3(x & 0xFF, (x >> 8) & 0xFF, (x >> 16) & 0xFF); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) DISCARD; fragColor0 = vec4(v.rgb, 0.0); fragColor0.rgb = splat3(1.0); }
Burnout Legends v1.13.2-1258-gafe3ba01f 2022-09-27 Error in shader compilation: info: ERROR: 0:17: '&' : wrong operand types no operation '&' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:17: '&' : wrong operand types no operation '&' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:17: '&' : wrong operand types no operation '&' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 3 compilation errors. No code generated. 00180000:401e0382 Tex TClampST TFuncMod ColorTest0 != #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 506 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; uvec3 unpackUVec3(highp uint x) { return uvec3(x & 0xFF, (x >> 8) & 0xFF, (x >> 16) & 0xFF); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) DISCARD; fragColor0 = v; fragColor0.rgb = splat3(1.0); }
Burnout Legends v1.9.3-80-g73bf6098e 2022-09-26 __KernelStopThread: thread 1937 does not exist
Burnout Legends v1.9.3-80-g73bf6098e 2022-09-26 __KernelStopThread: thread 2272 does not exist
Burnout Legends v1.9.3-80-g73bf6098e 2022-09-26 __KernelStopThread: thread 2233 does not exist
Burnout Legends v1.10.3 2022-09-25 sceKernelLoadModule: unsupported options size=00000014, flags=2e292045, pos=0, access=1, data=2, text=2
Burnout Legends v1.10.3 2022-09-25 sceKernelLoadModule: unsupported options size=00000014, flags=2e292045, pos=0, access=1, data=1, text=1
Burnout Legends v1.13.2-1171-g895b916a1 2022-09-24 Ignoring possible texturing from framebuffer at 04174000 +0x107 / 64x272
Burnout Legends v1.13.2-915-gc37049fa1 2022-09-24 Error in shader compilation: info: ERROR: 0:30: 'assign' : cannot convert from 'const int' to 'uint' ERROR: 1 compilation errors. No code generated. 007c2a86:001e0382 Tex WriteMask TClampST ReplaceBlend_6A:10_B:10_Eq:0 TFuncMod ColorTest0 != #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 630 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform vec4 u_texclamp; uniform sampler2D testtex; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { lowp vec4 destColor = fragColor0; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) DISCARD; v.rgb = v.rgb * u_blendFixA + destColor.rgb * u_blendFixB; fragColor0 = v; highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 |= 0x00FFFFFF; v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask); fragColor0 = unpackUnorm4x8(v32); }
Burnout Legends v1.13.2-915-gc37049fa1 2022-09-24 Error in shader compilation: info: ERROR: 0:30: 'assign' : cannot convert from 'const int' to 'uint' ERROR: 1 compilation errors. No code generated. 007c2a86:051e0382 Tex WriteMask TClampST ReplaceBlend_6A:10_B:10_Eq:0 StenToAlpha Sten0 TFuncMod ColorTest0 != #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 630 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform vec4 u_texclamp; uniform sampler2D testtex; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { lowp vec4 destColor = fragColor0; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) DISCARD; v.rgb = v.rgb * u_blendFixA + destColor.rgb * u_blendFixB; fragColor0 = vec4(v.rgb, 0.0); highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 |= 0x00FFFFFF; v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask); fragColor0 = unpackUnorm4x8(v32); }
Burnout Legends v1.13.2-997-g143be816c 2022-11-24 Attempting to texture from current render target (src=04110000 / target=04110000 / flags=7), making a copy
Burnout Legends v1.11.2-446-g6f332dd66 2022-09-18 sceKernelLoadModule: unsupported options size=00000014, flags=088273f0, pos=0, access=1, data=1, text=1
Burnout Legends v1.13.1 2022-09-09 sceKernelLoadModule: unsupported options size=00000014, flags=6e656d75, pos=0, access=1, data=2, text=2
Burnout Legends v1.13.1 2022-09-09 sceKernelLoadModule: unsupported options size=00000014, flags=6e656d75, pos=0, access=1, data=1, text=1
Burnout Legends v1.13.1 2022-08-29 80630006=sceAtracSetData(2, 08b9d5c0, 00038000): invalid RIFF header
Burnout Legends v1.12.3 2022-08-28 sceGeBreak(mode=1, unknown=08bb13c8): unknown ptr (valid)
Burnout Legends v1.13.1 2022-08-24 Unknown GetPointerWrite 06060207 PC 08972acc LR 08972ae8
Burnout Legends v1.12.3 2022-08-24 sceKernelLoadModule: unsupported options size=00000014, flags=08d20000, pos=0, access=1, data=2, text=2
Burnout Legends v1.11.3 2022-08-24 sceKernelLoadModule: unsupported options size=00000014, flags=62003370, pos=0, access=1, data=2, text=2
Burnout Legends v1.11.3 2022-08-24 sceKernelLoadModule: unsupported options size=00000014, flags=62003370, pos=0, access=1, data=1, text=1
Burnout Legends v1.9.4 2022-09-02 sceKernelLoadModule: unsupported options size=00000014, flags=20726f66, pos=0, access=1, data=1, text=1
Burnout Legends v1.9.4 2022-09-02 sceKernelLoadModule: unsupported options size=00000014, flags=20726f66, pos=0, access=1, data=2, text=2
Burnout Legends v1.13.1 2022-08-26 Unexpected mpeg first timestamp: 6f7cab8656e / 7661327770990
Burnout Legends v1.13.1-289-ga35d26190 2022-08-14 VTYPE with morph used: THRU=0 TC=3 COL=7 POS=3 NRM=1 WT=0 NW=1 IDX=0 MC=8
Burnout Legends v1.13.1 2022-08-13 80000107=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first
Burnout Legends v1.13.1 2022-08-13 80000107=sceDisplaySetFrameBuf(04088000, 512, 0, 0): must change latched framebuf first
Burnout Legends v1.13.1 2022-08-12 Jump to invalid address: 02ee8850
Burnout Legends v1.13.1 2022-08-11 __KernelStopThread: thread 312 does not exist
Burnout Legends v1.13.2 2022-12-01 sceNetAdhocMatchingInit(131072) at 08a555fc
Burnout Legends v1.12.3 2022-08-04 Jump to invalid address: 0568c360
Burnout Legends v1.12.3 2022-08-04 Jump to invalid address: 03885360
Burnout Legends v1.12.3 2022-07-27 80630006=sceAtracSetHalfwayBufferAndGetID(08bff040, 00001000, 00040000): invalid RIFF header
Burnout Legends v1.12.3 2022-07-25 sceSasSetADSRMode(08bbde80, 14, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Burnout Legends v1.12.3 2022-07-25 sceSasSetADSRMode(08bbde80, 13, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Burnout Legends v1.12.3 2022-07-25 sceSasSetADSRMode(08bbde80, 12, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Burnout Legends v1.12.3 2022-07-25 sceSasSetADSRMode(08bbde80, 11, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Burnout Legends v1.12.3 2022-07-25 sceSasSetADSRMode(08bbde80, 10, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Burnout Legends v1.12.3 2022-07-25 Unknown GE command : b7c0c0c0
Burnout Legends v1.12.3 2022-07-22 sceKernelLoadModule: unsupported options size=00000014, flags=76282029, pos=0, access=1, data=2, text=2
Burnout Legends v1.13.2 2022-11-25 sceKernelLoadModule: unsupported options size=00000014, flags=6f746157, pos=0, access=1, data=2, text=2
Burnout Legends v1.13.2 2022-11-25 sceKernelLoadModule: unsupported options size=00000014, flags=6f746157, pos=0, access=1, data=1, text=1
Burnout Legends v1.10.3 2022-07-14 80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data
Burnout Legends v1.12.3-1393-ga98382873 2022-07-14 BlockTransfer: Bad source transfer address 00fffff0!
Burnout Legends v1.12.3-1393-ga98382873 2022-07-14 BlockTransfer: Bad source transfer address 7ffffff0!
Burnout Legends v1.12.3-1393-ga98382873 2022-07-14 Bad vertex address 0a1209d4!
Burnout Legends v1.12.3-1393-ga98382873 2022-07-14 BlockTransfer: Bad source transfer address 7f3544f0!
Burnout Legends v1.12.3-1393-ga98382873 2022-07-14 BlockTransfer: Bad destination transfer address ff0000b0!
Burnout Legends v1.12.3-1393-ga98382873 2022-07-14 Bad vertex address 0b2f6b00!
Burnout Legends v1.12.3-1393-ga98382873 2022-07-14 Bad vertex address 028a7f00!
Burnout Legends v1.12.3 2022-07-14 80630006=sceAtracSetDataAndGetID(08b3d9c4, 00008000): invalid RIFF header
Burnout Legends v1.12.3 2022-07-14 sceKernelLoadModule: unsupported options size=00000014, flags=65676164, pos=0, access=1, data=2, text=2
Burnout Legends v1.12.3 2022-07-14 sceKernelLoadModule: unsupported options size=00000014, flags=65676164, pos=0, access=1, data=1, text=1
Burnout Legends v1.12.3 2022-07-04 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888)
Burnout Legends v1.12.3 2022-07-04 Jump to invalid address: 03040310
Burnout Legends v1.12.3 2022-07-04 Jump to invalid address: 02ecd2e0