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Game title |
Version |
Latest Report |
Message |
Death, Jr. |
v1.16.5 |
2024-11-10 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Death, Jr. |
v1.17.1 |
2024-09-26 |
sceNetAdhocMatchingInit(262144) at 08958e90 |
Death, Jr. |
v1.17.1 |
2024-09-26 |
sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010 |
Death, Jr. |
v1.17.1 |
2024-09-26 |
80630011=sceAtracSetDataAndGetID(08e64600, 00000000): buffer too small |
Death, Jr. |
v1.17.1 |
2024-08-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=2, text=2 |
Death, Jr. |
v1.17.1 |
2024-08-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=1, text=1 |
Death, Jr. |
v1.17.1 |
2024-02-23 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
Death, Jr. |
v1.16.6 |
2023-12-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2 |
Death, Jr. |
v1.16.6 |
2023-12-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1 |
Death, Jr. |
v1.12.3-1071-g830420f0c |
2023-12-04 |
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 r5p1-01rel0 [Revision 96995].
01f14441:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
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 * u_matdiffuse) * 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 * u_matspecular.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 * 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_color1 = clamp(lightSum1, 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 |
Death, Jr. |
v1.12.3-1071-g830420f0c |
2023-12-04 |
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 r5p1-01rel0 [Revision 96995].
01f14441:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
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 * u_matdiffuse) * 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 * u_matspecular.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 * 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_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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_c |
Death, Jr. |
v1.16.1 |
2023-11-01 |
sceUtilityMsgDialogInitStart: invalid status |
Death, Jr. |
v1.11.3 |
2023-10-30 |
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].
01f14441:00050b3d HWX C T N LM Fog Tex TexProjUV UVMtx Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 mediump mat4 u_texmtx;
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 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 lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(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 * u_matdiffuse) * 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 * u_matspecular.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 * 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_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= |
Death, Jr. |
v1.15.4 |
2023-09-04 |
UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed |
Death, Jr. |
v1.15.4 |
2023-06-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1 |
Death, Jr. |
v1.14.4 |
2023-04-10 |
MIPSCompileOp: Invalid instruction 0000089e |
Death, Jr. |
v1.14.4 |
2023-04-10 |
Unknown GE command : 03e00008 |
Death, Jr. |
v1.13.1 |
2023-03-22 |
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].
01f14441:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
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 * u_matdiffuse) * 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 * u_matspecular.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 * 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_color1 = clamp(lightSum1, 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 |
Death, Jr. |
v1.13.2-1944-g3e481634a |
2023-12-04 |
Failed to read valid video stream data from header |
Death, Jr. |
v1.11.3 |
2023-01-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e4028, pos=0, access=1, data=1, text=1 |
Death, Jr. |
v1.14.1 |
2023-01-09 |
UI scissor out of bounds in MainScreen: 0,0-939,721 / 1280,720 |
Death, Jr. |
v1.13.2 |
2023-01-07 |
Texture with unexpected bufw (full=25408) |
Death, Jr. |
v1.14.2 |
2023-01-04 |
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].
01f14441:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14441:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * 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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_fogdepth = (viewPos.z + u_fogc |
Death, Jr. |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in MainScreen: 0,348-480,452 / 800,480 |
Death, Jr. |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in MainScreen: 0,677-150,85 / 800,480 |
Death, Jr. |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in MainScreen: 310,587-150,85 / 800,480 |
Death, Jr. |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in MainScreen: 155,587-150,85 / 800,480 |
Death, Jr. |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in MainScreen: 0,587-150,85 / 800,480 |
Death, Jr. |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in MainScreen: 310,497-150,85 / 800,480 |
Death, Jr. |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in MainScreen: 155,497-150,85 / 800,480 |
Death, Jr. |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in MainScreen: 0,412-480,388 / 800,480 |
Death, Jr. |
v1.11.2 |
2022-12-20 |
Failed to allocate memory for ELF! |
Death, Jr. |
v1.11.2 |
2022-12-20 |
sceKernelCreateThread(name=PGE File): unsupported attributes 00000006 |
Death, Jr. |
v1.11.2 |
2022-12-20 |
sceKernelCreateThread(name=PGE Wav): unsupported attributes 00000006 |
Death, Jr. |
v1.15.4 |
2023-09-04 |
sceKernelCreateThread(name=PGE Timer): unsupported attributes 00000006 |
Death, Jr. |
v1.15.4 |
2023-09-04 |
sceKernelCreateThread(name=PGE Controls): unsupported attributes 00000006 |
Death, Jr. |
v1.11.2 |
2022-12-20 |
sceKernelCreateThread(name=PGE System): unsupported attributes 00000006 |
Death, Jr. |
v1.15.4 |
2023-09-04 |
sceKernelCreateThread(name=PGE Math): unsupported attributes 00000006 |
Death, Jr. |
v1.11.2 |
2022-12-20 |
sceKernelCreateThread(name=PGE Texture): unsupported attributes 00000006 |
Death, Jr. |
v1.13.2 |
2022-11-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2 |
Death, Jr. |
v1.13.2 |
2022-10-03 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765 |
Death, Jr. |
v1.16 |
2023-09-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
Death, Jr. |
v1.15.4 |
2023-06-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
Death, Jr. |
v1.13.2 |
2022-10-03 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040 |
Death, Jr. |
v1.13.2 |
2022-10-03 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628 |
Death, Jr. |
v1.13.2 |
2022-10-03 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524 |
Death, Jr. |
v1.13.1 |
2022-09-01 |
80630006=sceAtracSetDataAndGetID(08d44140, 00020000): invalid RIFF header |
Death, Jr. |
v1.13 |
2022-08-30 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:182: 'outerProduct' : no matching overloaded function found
ERROR: 0:182: '=' : cannot convert from 'const float' to '4X4 matrix of float'
ERROR: 2 compilation errors. No code generated.
00080000:0000bb1c HWX C T N Fog Tex Spline TessC TessT TessN
#version 300 es
// 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;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
uniform sampler2D u_tess_points;
uniform sampler2D u_tess_weights_u;
uniform sampler2D u_tess_weights_v;
uniform int u_spline_counts;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
vec2 pos = vec2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
vec3 pos = vec3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
vec4 pos = vec4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
struct Tess {
vec3 pos;
vec2 tex;
vec4 col;
vec3 nrm;
};
void tessellate(out Tess tess) {
ivec2 point_pos = ivec2(position.z, normal.z);
ivec2 weight_idx = ivec2(position.xy);
vec3 _pos[16];
vec2 _tex[16];
vec4 _col[16];
int index_u, index_v;
index_u = (0 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
_tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;
_col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba;
index_u = (1 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
_tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;
_col[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba;
index_u = (2 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[2] = texelFetch(u_tess_po |
Death, Jr. |
v1.13.2 |
2023-12-16 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04044000 offset: 0 (512x512 stride 512, 8888):
[C:04000000/512 Z:04110000/512 X:0 Y:136 reint: false] [C:04044000/512 Z:04110000/512 X:0 Y:0 reint: false] |
Death, Jr. |
v1.12.3 |
2022-07-19 |
80630011=sceAtracSetDataAndGetID(089975c0, 00000000): buffer too small |
Death, Jr. |
v1.12.3 |
2022-07-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1 |
Death, Jr. |
v1.12.3 |
2022-07-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a87160, pos=0, access=1, data=2, text=2 |
Death, Jr. |
v1.12.3 |
2022-07-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1 |
Death, Jr. |
v1.12.3 |
2022-07-08 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
Death, Jr. |
v1.12.3 |
2022-06-12 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136 |
Death, Jr. |
v1.12.3 |
2022-06-12 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2 |
Death, Jr. |
v1.13.2 |
2022-10-04 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=1, text=1 |
Death, Jr. |
v1.12.3 |
2022-06-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=088273f0, pos=0, access=1, data=1, text=1 |
Death, Jr. |
v1.12.3 |
2022-06-09 |
sceMpegRingbufferPut(): invalid mpeg data |
Death, Jr. |
v1.12.3 |
2022-06-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08aea468, pos=0, access=1, data=2, text=2 |
Death, Jr. |
v1.12.3 |
2022-07-13 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
Death, Jr. |
v1.10.3 |
2022-05-17 |
D3D error in shader compilation: info: E:\PSP\Shader@0x000001F9008B0080(98,31-45): error X3004: undeclared identifier 'u_spline_counts'
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float2 u_fogcoef : register(c18);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float v_fogdepth: TEXCOORD1;
float4 gl_Position : POSITION;
};
float2 tess_sample(in float2 points[16], float4x4 weights) {
float2 pos = float2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float3 tess_sample(in float3 points[16], float4x4 weights) {
float3 pos = float3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float4 tess_sample(in float4 points[16], float4x4 weights) {
float4 pos = float4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
float4x4 outerProduct(float4 u, float4 v) {
return mul((float4x1)v, (float1x4)u);
}
struct Tess {
float3 pos;
float2 tex;
float4 col;
float3 nrm;
};
void tessellate(in VS_IN In, out Tess tess) {
int2 point_pos = int2(In.position.z, In.normal.z);
int2 weight_idx = int2(In.position.xy);
float3 _pos[16];
float2 _tex[16];
float4 _col[16];
int index;
index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[0] = tess_data[index].pos;
_tex[0] = tess_data[index].tex;
_col[0] = tess_data[index].col;
index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x);
_pos[1] = tess_data[index].pos;
_tex[1] = tess_data[index].tex;
_col[1] = tess_data[index].col;
index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x);
_pos[2] = tess_data[index].pos;
_tex[2] = tess_data[index].tex;
_col[2] = tess_data[index].col;
index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x);
_pos[3] = tess_data[index].pos;
_tex[3] = tess_data[index].tex;
_col[3] = tess_data[index].col;
index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
_pos[4] = tess_data[index].pos;
_tex[4] = tess_data[index].tex;
_col[4] = tess_data[index].col;
index = |
Death, Jr. |
v1.17.1 |
2024-09-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
Death, Jr. |
v1.17.1 |
2024-09-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
Death, Jr. |
v1.15.4 |
2023-06-09 |
80630011=sceAtracSetDataAndGetID(092ec950, 0000007c): no data chunk |
Death, Jr. |
v1.12.3 |
2022-06-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
Death, Jr. |
v1.6 |
2022-04-25 |
fbo_blit_color failed in blit (00000000 -> 00000000) |
Death, Jr. |
v1.10.2 |
2022-04-16 |
UNTESTED sceKernelReleaseWaitThread() might not do the right thing in a callback |
Death, Jr. |
v1.10.2 |
2022-04-16 |
Unknown syscall in known module 'sceNpService': 0xbe22eea3 |
Death, Jr. |
v1.10.2 |
2022-04-16 |
Unknown syscall in known module 'sceNpService': 0xa670d3a3 |
Death, Jr. |
v1.10.2 |
2022-04-16 |
Unknown syscall in known module 'sceNpService': 0x90e4db6a |
Death, Jr. |
v1.10.2 |
2022-04-16 |
Unknown syscall in known module 'sceNpService': 0x78802d5f |
Death, Jr. |
v1.12.3 |
2022-12-20 |
Video out requested, not supported: mode=0 size=512,512 |
Death, Jr. |
v1.12.3 |
2022-12-20 |
sceKernelCreateThread(name=PGE Gfx): unsupported attributes 00000006 |
Death, Jr. |
v1.12.3 |
2022-01-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08d11560, pos=0, access=1, data=2, text=2 |
Death, Jr. |
v1.12.3 |
2022-01-10 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296776 |
Death, Jr. |
v1.17.1 |
2024-04-10 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Death, Jr. |
v1.10.3 |
2021-10-23 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 14 |
Death, Jr. |
v1.10.3 |
2021-10-23 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488 |
Death, Jr. |
v1.10.3 |
2021-10-23 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145224280 |
Death, Jr. |
v1.10.3 |
2021-10-23 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151249632 |
Death, Jr. |
v1.10.3 |
2021-10-23 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146210816 |
Death, Jr. |
v1.10.3 |
2021-10-23 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296812 |
Death, Jr. |
v1.11.3 |
2021-10-14 |
Decoding texture from VRAM mirror at 04710000 swizzle=0 |
Death, Jr. |
v1.11.3 |
2021-10-14 |
Ignoring possible texturing from framebuffer at 0416e000 +0x192 / 64x272 |
Death, Jr. |
v1.11.3 |
2021-09-22 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872 |
Death, Jr. |
v1.11.3 |
2021-09-22 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024 |
Death, Jr. |
v1.11.3 |
2021-09-22 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256 |
Death, Jr. |
v1.11.3 |
2021-09-22 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204 |
Death, Jr. |
v1.11.3 |
2021-09-22 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2 |
Death, Jr. |
v1.11.3 |
2021-08-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1049112203 |
Death, Jr. |
v1.11.3 |
2021-08-15 |
sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011 |
Death, Jr. |
v1.11.3 |
2021-08-15 |
sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011 |
Death, Jr. |
v1.11.3 |
2021-08-11 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148355080 |
Death, Jr. |
v1.11.3 |
2021-08-08 |
80020001=sceKernelCreateSema(): invalid name |
Death, Jr. |
v1.11.3 |
2021-07-28 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176 |
Death, Jr. |
v1.11.3 |
2021-07-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
Death, Jr. |
v1.11.3 |
2021-07-06 |
Jump to invalid address: 0568f060 |
Death, Jr. |
v1.11.3 |
2021-07-06 |
Jump to invalid address: 03887360 |
Death, Jr. |
v1.16.6 |
2024-01-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |