Recent logs - Star Wars®: Battlefront II™

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Game title Version Latest Report Message
Star Wars®: Battlefront II™ v1.9.4 2020-03-26 Unknown GetPointer 00001a10 PC 089339e0 LR 08932d70
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2020-02-14 __KernelStopThread: thread 280 does not exist
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2020-02-14 __KernelStopThread: thread 275 does not exist
Star Wars®: Battlefront II™ v1.9.4 2020-02-01 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]. 01f14440:000d035c HWX C N Fog Tex TexProjNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); 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_texcoord = (u_texmtx * vec4(normal, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x9fa03cd3
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
Star Wars®: Battlefront II™ v1.9.3-470-g4219ce01d 2020-03-11 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2020-01-20 __KernelStopThread: thread 342 does not exist
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2020-01-20 __KernelStopThread: thread 354 does not exist
Star Wars®: Battlefront II™ v1.9.4 2019-12-05 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]. 01f04444:00050b54 HWX T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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 = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Star Wars®: Battlefront II™ v1.9.4 2019-12-05 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f14444:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Star Wars®: Battlefront II™ v1.9.4 2019-12-05 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]. 03f74440:41c00b1c HWX C T N Fog Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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_cullR
Star Wars®: Battlefront II™ v1.9.4 2019-12-06 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]. 01f14440:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); 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_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2019-11-20 __KernelStopThread: thread 2044 does not exist
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2019-11-20 __KernelStopThread: thread 3032 does not exist
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2019-11-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2019-11-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Star Wars®: Battlefront II™ v1.9.4 2019-11-24 Unknown GetPointer 00000000 PC 08000000 LR 08000010
Star Wars®: Battlefront II™ v1.8.0 2019-09-28 ReadFromHardware: Invalid address 003f913c near PC 00000000 LR 00000000
Star Wars®: Battlefront II™ v1.9.4 2019-12-18 Unknown GetPointer 00000000 PC 08b0cf00 LR 08000030
Star Wars®: Battlefront II™ v1.9.4 2020-03-16 Unknown GetPointer 00000000 PC 08b31020 LR 08b31020
Star Wars®: Battlefront II™ v1.9.4 2020-03-16 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Star Wars®: Battlefront II™ v1.7.5 2019-02-07 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
Star Wars®: Battlefront II™ v1.6.3-432-gfd6c3145d 2018-12-21 GL ran out of GPU memory; switching to low memory mode
Star Wars®: Battlefront II™ v1.4-2-g648bc5d 2018-12-08 Wrong magic number 809f9198
Star Wars®: Battlefront II™ v1.9.4 2020-03-25 Unknown GetPointer 00000000 PC 08b7dcdc LR 08b7d1f4
Star Wars®: Battlefront II™ v1.4.2 2018-10-16 Wrong magic number b8ffe2a0
Star Wars®: Battlefront II™ v1.9.4 2020-03-27 Unknown GetPointer 00000000 PC 0884e1e8 LR 0884e220
Star Wars®: Battlefront II™ v1.6.3 2018-08-31 Unknown GetPointer 00000000 PC 0884e1e8 LR 0884e208
Star Wars®: Battlefront II™ v1.6.3-492-g9fddfff66 2019-10-20 WriteToHardware: Invalid address 00000000 near PC 08addadc LR 08addadc
Star Wars®: Battlefront II™ v1.4-2-g648bc5d 2018-05-18 Wrong magic number 93d61428
Star Wars®: Battlefront II™ v1.9.4 2020-02-14 Unknown GE command : fc000705
Star Wars®: Battlefront II™ v1.9.4 2020-02-14 Bad bounding box data: 0d43ff
Star Wars®: Battlefront II™ v1.8.0 2019-05-24 Bad bounding box data: 03c6f6
Star Wars®: Battlefront II™ v1.8.0 2019-05-24 Unknown GE command : fc000706
Star Wars®: Battlefront II™ v1.8.0 2019-09-28 Garbage libstub address or end
Star Wars®: Battlefront II™ v1.5.4 2017-12-09 Unknown GetPointer 003f912c PC 00000000 LR 00000000
Star Wars®: Battlefront II™ v1.9.4 2019-11-02 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Star Wars®: Battlefront II™ v1.7.5 2019-01-07 80630006=sceAtracSetData(0, 08dea960, 00020000): invalid RIFF header
Star Wars®: Battlefront II™ v1.9.4 2020-03-21 80630006=sceAtracSetDataAndGetID(08dea960, 00020000): invalid RIFF header
Star Wars®: Battlefront II™ v1.2.2-352-g9280bb3 2016-05-06 Failed decrypting the PRX (ret = -1, size = 718053, psp_size = 718400)!
Star Wars®: Battlefront II™ v1.2.2 2016-05-03 Failed decrypting the PRX (ret = -1, size = 4541300, psp_size = 4541648)!
Star Wars®: Battlefront II™ v1.5.4 2018-04-03 ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000
Star Wars®: Battlefront II™ v1.6.3-492-g9fddfff66 2020-01-18 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
Star Wars®: Battlefront II™ v1.5.2 2019-12-30 Loading module sceNetAdhocctl_Library with version 0102, devkit 00000000
Star Wars®: Battlefront II™ v1.5.2 2019-12-30 Loading module sceNetAdhoc_Library with version 0102, devkit 00000000
Star Wars®: Battlefront II™ v1.5.2 2019-12-30 Loading module sceNet_Library with version 0101, devkit 00000000
Star Wars®: Battlefront II™ v1.5.2 2019-12-30 Loading module sceATRAC3plus_Library with version 0101, devkit 00000000
Star Wars®: Battlefront II™ v1.5.2 2019-12-30 Loading module sceSAScore with version 0101, devkit 00000000
Star Wars®: Battlefront II™ v1.5.2 2019-12-30 Loading module sceAudiocodec_Driver with version 0101, devkit 00000000
Star Wars®: Battlefront II™ v1.9.4 2020-03-31 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Star Wars®: Battlefront II™ v1.9.4 2020-03-31 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Star Wars®: Battlefront II™ v1.6.3 2018-07-30 Failed decrypting the PRX (ret = -1, size = 6066861, psp_size = 6067200)!