Recent logs - Star Wars®: Battlefront II™

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Game title Version Latest Report Message
Star Wars®: Battlefront II™ v1.18.1 2024-12-07 __KernelStopThread: thread 505 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.18.1 2024-12-07 __KernelStopThread: thread 1260 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.18.1 2024-11-28 __KernelStopThread: thread 3964 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.16.6 2024-11-27 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 r6p0-01rel1 [Revision 96995]. 01f14444:00050b28 HWX C T N 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-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f14444:00050b28 HWX C T N 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 = (viewPos.z
Star Wars®: Battlefront II™ v1.16.6 2024-11-27 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 r6p0-01rel1 [Revision 96995]. 01b04044:00050b20 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01b04044:00050b20 HWX T N 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; } } gl_Pos
Star Wars®: Battlefront II™ v1.18.1 2024-11-23 __KernelStopThread: thread 2754 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.18.1 2024-11-23 __KernelStopThread: thread 2396 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.18.1 2024-11-21 __KernelStopThread: thread 2140 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.18.1 2024-11-20 __KernelStopThread: thread 1530 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2024-10-31 __KernelStopThread: thread 2194 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2024-10-31 __KernelStopThread: thread 1696 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2024-10-31 __KernelStopThread: thread 2032 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.13.1 2024-10-30 Unknown GE command : fee38e00
Star Wars®: Battlefront II™ v1.14.4 2024-10-28 __KernelStopThread: thread 914 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-10-24 __KernelStopThread: thread 1414 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-10-10 __KernelStopThread: thread 3142 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1-1220-g16d97aa810 2024-10-09 sceKernelLoadModule: unsupported options size=00000014, flags=08811ccc, pos=0, access=1, data=2, text=2
Star Wars®: Battlefront II™ v1.17.1-1220-g16d97aa810 2024-10-09 sceKernelLoadModule: unsupported options size=00000014, flags=08ce0820, pos=0, access=1, data=1, text=1
Star Wars®: Battlefront II™ v1.17.1 2024-10-03 __KernelStopThread: thread 4102 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-10-03 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
Star Wars®: Battlefront II™ v1.17.1 2024-10-02 Unknown GetPointerWrite 0a001ec0 PC 08bb268c LR 08a7f138
Star Wars®: Battlefront II™ v1.17.1 2024-10-02 Unknown GetPointer d0084e6e PC 08bb268c LR 08a7f138
Star Wars®: Battlefront II™ v1.17.1 2024-09-30 __KernelStopThread: thread 2128 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2024-09-28 80630006=sceAtracSetData(0, 08dea960, 00010c04): invalid RIFF header
Star Wars®: Battlefront II™ v1.17.1 2024-09-27 __KernelStopThread: thread 1275 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-09-21 WriteToHardware: Invalid address 000002dc near PC 08b4d2ec LR 08a7f170
Star Wars®: Battlefront II™ v1.17.1 2024-09-15 __KernelStopThread: thread 1033 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2024-09-15 __KernelStopThread: thread 526 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.18.1 2024-11-20 __KernelStopThread: thread 1114 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-11-02 80630006=sceAtracSetData(0, 08dea960, 000091f4): invalid RIFF header
Star Wars®: Battlefront II™ v1.17.1 2024-09-14 __KernelStopThread: thread 1107 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-09-14 MIPSCompileOp: Invalid instruction 00000705
Star Wars®: Battlefront II™ v1.17.1 2024-09-14 __KernelStopThread: thread 990 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-09-14 __KernelStopThread: thread 659 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.14.4 2024-10-21 __KernelStopThread: thread 376 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-09-07 sceUtilityOskInitStart: invalid status
Star Wars®: Battlefront II™ v1.17.1 2024-08-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Star Wars®: Battlefront II™ v1.17.1 2024-08-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
Star Wars®: Battlefront II™ v1.17.1 2024-08-09 sceKernelLoadModule: unsupported options size=00000014, flags=0001f800, pos=0, access=1, data=2, text=2
Star Wars®: Battlefront II™ v1.17.1 2024-08-08 __KernelStopThread: thread 2845 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-08-08 __KernelStopThread: thread 2843 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-10-02 __KernelStopThread: thread 3574 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.16.5 2024-08-04 __KernelStopThread: thread 613 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-08-04 Bad bounding box data: 0042bf
Star Wars®: Battlefront II™ v1.17.1 2024-08-04 Unknown GE command : fc000004
Star Wars®: Battlefront II™ v1.17.1 2024-08-04 __KernelStopThread: thread 3516 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-08-04 Unknown GetPointer ffffffff PC 08bb268c LR 08bb6b44
Star Wars®: Battlefront II™ v1.13.2 2024-08-03 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]. 01f04440:00050b34 HWX 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 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; 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_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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * 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 = 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_cullRa
Star Wars®: Battlefront II™ v1.13.2 2024-08-03 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]. 01f14440:00050b34 HWX 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 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; 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_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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * 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 = 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 <
Star Wars®: Battlefront II™ v1.16.5 2024-08-03 MIPSCompileOp: Invalid instruction 00089454
Star Wars®: Battlefront II™ v1.16.5 2024-08-03 __KernelStopThread: thread 683 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.16.5 2024-08-03 __KernelStopThread: thread 606 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-08-02 __KernelStopThread: thread 2811 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-08-01 __KernelStopThread: thread 2489 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-07-31 __KernelStopThread: thread 3199 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-07-31 __KernelStopThread: thread 2167 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.17.1 2024-07-30 __KernelStopThread: thread 1207 does not exist (helper deleted)
Star Wars®: Battlefront II™ v1.16.5 2024-07-25 An uneaten prefix at end of block: 08ac3ba4
Star Wars®: Battlefront II™ v1.16.5 2024-10-28 __KernelStopThread: thread 566 does not exist (helper deleted)
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Star Wars®: Battlefront II™ v1.18.1 2024-11-20 Can't draw: No current render step. Step count: 0
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Star Wars®: Battlefront II™ v1.17.1 2024-07-17 WriteToHardware: Invalid address 000002dc near PC 08bccbdc LR 089e429c
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