Recent logs - Star Wars®: Battlefront II™

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Game title Version Latest Report Message
Star Wars®: Battlefront II™ v1.15.4 2023-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=08d984b8, pos=0, access=0, data=2, text=2
Star Wars®: Battlefront II™ v1.15.4 2023-05-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
Star Wars®: Battlefront II™ v1.15.4 2023-05-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
Star Wars®: Battlefront II™ v1.15.2 2023-05-27 __KernelStopThread: thread 512 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.15.2 2023-05-27 __KernelStopThread: thread 468 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.15.2 2023-05-27 __KernelStopThread: thread 464 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-05-15 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 r8p0-00dev0 [Revision 96995]. 01b04044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t: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)) // 01b04044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:1 Cull 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_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 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); 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); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * 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_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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } }
Star Wars®: Battlefront II™ v1.14.4 2023-05-15 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 r8p0-00dev0 [Revision 96995]. 01f14444:00050b38 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: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)) // 01f14444:00050b38 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:1 MatUp:1 Cull 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * 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_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (vi
Star Wars®: Battlefront II™ v1.14.4 2023-05-15 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 r8p0-00dev0 [Revision 96995]. 01b14044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: 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)) // 01b14044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:1 MatUp:1 Cull 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_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 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); 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); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * 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_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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.
Star Wars®: Battlefront II™ v1.15.3 2023-05-14 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
Star Wars®: Battlefront II™ v1.15.3 2023-05-10 __KernelStopThread: thread 412 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.15.3 2023-05-09 __KernelStopThread: thread 617 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-05-04 __KernelStopThread: thread 1129 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-05-02 __KernelStopThread: thread 819 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-05-02 __KernelStopThread: thread 697 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-05-02 __KernelStopThread: thread 516 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-05-02 __KernelStopThread: thread 577 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.15.3 2023-05-08 __KernelStopThread: thread 434 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-04-26 __KernelStopThread: thread 604 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-04-21 __KernelStopThread: thread 279 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-04-14 __KernelStopThread: thread 411 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-04-03 BREAK instruction hit
Star Wars®: Battlefront II™ v1.14.4 2023-04-03 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
Star Wars®: Battlefront II™ v1.14.4 2023-04-15 80630006=sceAtracSetData(0, 08dea960, 000074e4): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-04-02 __KernelStopThread: thread 536 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.10.2 2023-04-01 sceKernelLoadModule: unsupported options size=00000014, flags=00038800, pos=0, access=1, data=2, text=2
Star Wars®: Battlefront II™ v1.13.1 2023-03-29 Truncating vertex count from 23376 to 21845
Star Wars®: Battlefront II™ v1.14.4 2023-03-23 80630006=?(?): unknown codec type in set context
Star Wars®: Battlefront II™ v1.14.4 2023-03-11 __KernelStopThread: thread 478 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-03-08 __KernelStopThread: thread 430 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-03-08 __KernelStopThread: thread 318 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-03-06 sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid)
Star Wars®: Battlefront II™ v1.14.4 2023-04-14 __KernelStopThread: thread 420 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-03-01 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.14.4 2023-03-01 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.14.4 2023-02-26 __KernelStopThread: thread 472 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-02-22 __KernelStopThread: thread 438 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-02-21 __KernelStopThread: thread 662 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-02-21 __KernelStopThread: thread 598 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.12.2 2023-02-20 FBO using existing buffer as depthbuffer, 04000000/04088000 and 04088000/00000000
Star Wars®: Battlefront II™ v1.14.4 2023-02-20 __KernelStopThread: thread 417 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.13.2 2023-02-13 __KernelStopThread: thread 1346 does not exist
Star Wars®: Battlefront II™ v1.13.2 2023-02-13 __KernelStopThread: thread 1110 does not exist
Star Wars®: Battlefront II™ v1.14.4 2023-02-07 80630006=sceAtracSetData(0, 08dea960, 00006944): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-02-07 80630006=sceAtracSetData(0, 08dea960, 00009d94): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-02-07 80630006=sceAtracSetData(0, 08dea960, 00006374): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-04-15 80630006=sceAtracSetData(0, 08dea960, 00008f0c): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-04-03 80630006=sceAtracSetData(0, 08dea960, 0000836c): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-02-07 80630006=sceAtracSetData(0, 08dea960, 0000c074): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-04-10 80630006=sceAtracSetData(0, 08dea960, 0000a07c): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-02-07 80630006=sceAtracSetData(0, 08dea960, 00007ab4): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-02-06 sceSasSetADSRMode(08c3e340, 19, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Star Wars®: Battlefront II™ v1.14.4 2023-02-06 sceSasSetADSRMode(08c3e340, 18, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Star Wars®: Battlefront II™ v1.14.4 2023-02-06 sceSasSetADSRMode(08c3e340, 17, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Star Wars®: Battlefront II™ v1.14.4 2023-02-06 sceSasSetADSRMode(08c3e340, 16, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Star Wars®: Battlefront II™ v1.14.4 2023-02-06 sceSasSetADSRMode(08c3e340, 15, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Star Wars®: Battlefront II™ v1.14.4 2023-02-06 sceSasSetADSRMode(08c3e340, 14, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Star Wars®: Battlefront II™ v1.14.4 2023-02-01 __KernelStopThread: thread 462 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2023-01-31 __KernelStopThread: thread 301 does not exist
Star Wars®: Battlefront II™ v1.9.3-80-g73bf6098e 2023-01-31 __KernelStopThread: thread 588 does not exist
Star Wars®: Battlefront II™ v1.14.4 2023-02-20 __KernelStopThread: thread 426 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-01-18 __KernelStopThread: thread 1210 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-01-23 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p1-00rel0 [Revision 96995]. 01b14044:00000328 HWX C N Light: 0: c:0 t:1 1: 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)) // 01b14044:00000328 HWX C N Light: 0: c:0 t:1 1: 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 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_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 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); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * 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_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Star Wars®: Battlefront II™ v1.14.4 2023-01-23 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p1-00rel0 [Revision 96995]. 01b04044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t: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)) // 01b04044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:1 Cull 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_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 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); 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); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * 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_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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } }
Star Wars®: Battlefront II™ v1.14.4 2023-01-23 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p1-00rel0 [Revision 96995]. 01f14444:00050b38 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: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)) // 01f14444:00050b38 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:1 MatUp:1 Cull 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * 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_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (v
Star Wars®: Battlefront II™ v1.14.3 2023-01-14 UI scissor out of bounds in GameSettingsScreen: 210,0-1700,997 / 960,544
Star Wars®: Battlefront II™ v1.14.4-136-g0f528204f 2023-01-10 __KernelStopThread: thread 422 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.15.3 2023-05-27 __KernelStopThread: thread 418 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-01-05 __KernelStopThread: thread 466 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2023-02-06 __KernelStopThread: thread 414 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.11.3 2023-03-08 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Star Wars®: Battlefront II™ v1.13.2 2022-12-22 WriteToHardware: Invalid address 00000a40 near PC 08000000 LR 08000000
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 Failed to allocate memory for ELF!
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 sceKernelCreateThread(name=PGE Wav): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 sceKernelCreateThread(name=PGE Timer): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 sceKernelCreateThread(name=PGE Controls): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 sceKernelCreateThread(name=PGE System): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 sceKernelCreateThread(name=PGE Gfx): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 sceKernelCreateThread(name=PGE Texture): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 sceKernelCreateThread(name=PGE File): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 sceKernelCreateThread(name=PGE Math): unsupported attributes 00000006
Star Wars®: Battlefront II™ v1.11.3 2022-12-12 Video out requested, not supported: mode=0 size=512,512
Star Wars®: Battlefront II™ v1.13.2 2022-11-04 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
Star Wars®: Battlefront II™ v1.13.2 2022-10-31 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
Star Wars®: Battlefront II™ v1.13.2 2022-10-31 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2
Star Wars®: Battlefront II™ v1.13.2 2022-10-31 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1
Star Wars®: Battlefront II™ v1.13.2 2022-10-18 Unknown GetPointerWrite 00000000 PC 0884e1e8 LR 0884e220
Star Wars®: Battlefront II™ v1.13.1 2022-09-26 Unimplemented HLE function sceHttpSetRedirectCallback
Star Wars®: Battlefront II™ v1.14.4 2023-04-26 80630006=sceAtracSetData(0, 08dea960, 000071fc): invalid RIFF header
Star Wars®: Battlefront II™ v1.14.4 2023-04-15 80630006=sceAtracSetData(0, 08dea960, 00009aac): invalid RIFF header
Star Wars®: Battlefront II™ v1.11-2-gb539ce8c2 2022-09-03 Bad vertex address 04ef41ff!
Star Wars®: Battlefront II™ v1.11-2-gb539ce8c2 2022-09-03 Unknown GE command : fc000505
Star Wars®: Battlefront II™ v1.12.3 2022-08-31 80630007=sceAtracSetData(2, 08bd6108, 00007300): atracID uses different codec type than data
Star Wars®: Battlefront II™ v1.12.3 2022-08-31 80630007=sceAtracSetData(2, 08bb6100, 00020000): atracID uses different codec type than data
Star Wars®: Battlefront II™ v1.12.3 2022-08-31 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
Star Wars®: Battlefront II™ v1.13.1 2022-08-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
Star Wars®: Battlefront II™ v1.12.3 2022-08-09 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
Star Wars®: Battlefront II™ v1.12.3 2022-08-09 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
Star Wars®: Battlefront II™ v1.12.3 2022-08-03 80630006=sceAtracSetData(0, 08dea960, 00005204): invalid RIFF header
Star Wars®: Battlefront II™ v1.12.3 2022-08-03 80630006=sceAtracSetData(0, 08dea960, 0000608c): invalid RIFF header