Recent logs - The Sims™ 2

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Game title Version Latest Report Message
The Sims™ 2 v1.11.3 2021-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
The Sims™ 2 v1.11.3 2021-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
The Sims™ 2 v1.11.3 2021-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
The Sims™ 2 v1.12.2 2021-10-16 80630006=sceAtracSetData(2, 08b9d5c0, 00038000): invalid RIFF header
The Sims™ 2 v1.12.2 2021-10-16 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/00000000
The Sims™ 2 v1.12.2 2021-10-16 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
The Sims™ 2 v1.12.2 2021-10-16 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
The Sims™ 2 v1.12.2 2021-10-15 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
The Sims™ 2 v1.12.1 2021-10-14 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 r4p0-00rel0 [Revision 96995]. 01f10444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
The Sims™ 2 v1.12.1 2021-10-16 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]. 01f14444:00000b30 HWX T N Tex Light: 0: c:0 t:1 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; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
The Sims™ 2 v1.11.3 2021-10-09 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
The Sims™ 2 v1.11.3 2021-10-09 Rendering to framebuffer offset: 04161800 +64x0
The Sims™ 2 v1.11.2 2021-10-02 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5f4 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5f0 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5ec in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5e8 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5e4 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5e0 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5dc in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5d8 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5d4 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5d0 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5cc in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5c8 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5c4 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5c0 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5bc in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5b8 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5b4 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5b0 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5ac in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5a8 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5a4 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa5a0 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa59c in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa598 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa594 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa590 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa58c in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa588 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa584 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa580 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa57c in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa578 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa574 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa570 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa56c in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa568 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa564 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa560 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa55c in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa558 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa554 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa550 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa54c in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa548 in block starting at 08aaa544
The Sims™ 2 v1.11.3 2021-09-26 Branch in Jump delay slot at 08aaa544 in block starting at 08aaa544
The Sims™ 2 v1.10.2 2021-09-19 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
The Sims™ 2 v1.10.2 2021-09-19 Ignoring func export scePsmf/0c120e1d, already implemented in HLE.
The Sims™ 2 v1.10.2 2021-09-19 Ignoring func export scePsmf/9553cc91, already implemented in HLE.
The Sims™ 2 v1.10.2 2021-09-19 Ignoring func export scePsmf/5b70fcc1, already implemented in HLE.
The Sims™ 2 v1.10.2 2021-09-19 Ignoring func export scePsmf/7c0e7ac3, already implemented in HLE.
The Sims™ 2 v1.10.2 2021-09-19 Ignoring func export scePsmf/971a3a90, already implemented in HLE.
The Sims™ 2 v1.10.2 2021-09-19 Ignoring func export scePsmf/a83f7113, already implemented in HLE.
The Sims™ 2 v1.10.2 2021-09-19 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
The Sims™ 2 v1.11.3 2021-09-19 MIPSCompileOp: Invalid instruction 464f5349
The Sims™ 2 v1.11.3 2021-09-19 MIPSCompileOp: Invalid instruction 74737953
The Sims™ 2 v1.11.3 2021-09-19 MIPSCompileOp: Invalid instruction 726f7065
The Sims™ 2 v1.11.3 2021-09-19 MIPSCompileOp: Invalid instruction 4d6c6c61
The Sims™ 2 v1.11.3 2021-09-19 MIPSCompileOp: Invalid instruction 43737069
The Sims™ 2 v1.11.3 2021-09-19 MIPSCompileOp: Invalid instruction 4d000000
The Sims™ 2 v1.11.3 2021-09-19 MIPSCompileOp: Invalid instruction 41000000
The Sims™ 2 v1.11.3 2021-09-19 MIPSCompileOp: Invalid instruction 42000000
The Sims™ 2 v1.11.3 2021-09-12 A save request is already running, not starting a new one
The Sims™ 2 v1.11.3 2021-09-10 Error in shader program link: info: (unknown reason) fs: postshader #ifdef GL_ES precision mediump float; #endif /* AA shader 4.o / AA shader 4.o - filtro Copyright (C) 2014 guest(r) - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Modified as video aware smoothing effect for PPSSPP. // Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing. // Also auto translation fails with bool uniform, which is why u_video is defined as float. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform float u_video; //=========== varying vec2 v_texcoord0; const vec3 dt = vec3(1.0,1.0,1.0); vec3 texture2d (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); } vec3 texture2dd (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 c11 = texture2D(sampler0, texcoord ).xyz; vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz; vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz; vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz; vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float d1=dot(abs(c00-c22),dt)+0.001; float d2=dot(abs(c20-c02),dt)+0.001; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2)); return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)); } void main() { float scale = 7.0; bool filtro = false; if (u_video==1.0){ scale = 2.0; filtro = true; } else { scale = 7.0; filtro = false; } // Calculating texel coordinates vec2 size = vec2(480.0,272.0)*scale; vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale; vec2 OGL2Pos = v_texcoord0 * size; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(inv_size.x,0.0); vec2 dy = vec2(0.0, inv_size.y); vec2 g1 = vec2(inv_size.x,inv_size.y); vec2 g2 = vec2(-inv_size.x,inv_size.y); vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size; // Reading the texels vec3 C0 = texture2d(pC4 - g1); vec3 C1 = texture2d(pC4 - dy); vec3 C2 = texture2d(pC4 - g2); vec3 C3 = texture2d(pC4 - dx); vec3 C4 = texture2d(pC4 ); vec3 C5 = texture2d(pC4 + dx); vec3 C6 = texture2d(pC4 + g2); vec3 C7 = texture2d(pC4 + dy); vec3 C8 = texture2d(pC4 + g1); vec3 ul, ur, dl, dr; float m1, m2; m1 = dot(abs(C0-C4),dt)+0.001
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d8e550 PC 08b2fe88 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d38320 PC 08b2fe80 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d8e538 PC 08b2fe7c LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d36a00 PC 08b2fe74 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d8e518 PC 08b2fe70 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d35710 PC 08b2fe68 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d8e500 PC 08b2fe64 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d33b20 PC 08b2fe5c LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d8e4e0 PC 08b2fe58 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d28c00 PC 08b2fe50 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d8e4c8 PC 08b2fe4c LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d28b40 PC 08b2fe44 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d8e4b0 PC 08b2fe40 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d28420 PC 08b2fe38 LR 00000400
The Sims™ 2 v1.11.3 2021-07-28 Jump to invalid address: 02d8e488 PC 08b2fe34 LR 00000400
The Sims™ 2 v1.11.3 2021-07-26 WASAPI fallback format was unsupported
The Sims™ 2 v1.11.3 2021-07-31 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
The Sims™ 2 v1.11.3 2021-07-05 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
The Sims™ 2 v1.11.3 2021-07-03 Branch in Jump delay slot at 08b30028 in block starting at 08b2fe30
The Sims™ 2 v1.11.3 2021-07-03 Branch in Jump delay slot at 08b2fef4 in block starting at 08b2fe30
The Sims™ 2 v1.11.3 2021-07-03 Branch in Jump delay slot at 08b2fee8 in block starting at 08b2fe30
The Sims™ 2 v1.11.3 2021-07-03 Branch in Jump delay slot at 08b2fedc in block starting at 08b2fe30
The Sims™ 2 v1.11.3 2021-07-03 Branch in Jump delay slot at 08b2fed0 in block starting at 08b2fe30
The Sims™ 2 v1.11.3 2021-07-03 Branch in Jump delay slot at 08b2fec4 in block starting at 08b2fe30