Recent logs - Prince of Persia - Revelations

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Game title Version Latest Report Message
Prince of Persia - Revelations v1.13.1-865-g0fe7589a9 2023-02-05 Unknown GetPointerWrite 00000000 PC 088179c0 LR 08b1855c
Prince of Persia - Revelations v1.14.4 2023-02-03 Unknown GE command : 34600000
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/a2d5d209, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/953e6c10, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/92c05851, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/90521ac5, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/8406f469, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/76e33e9c, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/70ecaa10, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/6f82ee03, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/67bf0d19, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/4bdeb2a8, already implemented in HLE.
Prince of Persia - Revelations v1.10.3 2023-02-01 Ignoring func export sceCcc/41b724a5, already implemented in HLE.
Prince of Persia - Revelations v1.13.2 2023-01-29 Unknown GetPointerWrite 00000000 PC 08ba91c0 LR 08ba91c8
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(0981da80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(09911540, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(099b4040, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(0984f540, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(09ad5e00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(09873880, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(09a56100, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(09878f00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(09913fc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(09705740, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(09aa4b80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-20 80630006=sceAtracSetDataAndGetID(099b2780, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-12 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 r8p0-01rel0 [Revision 96995]. 03700444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 WScale 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)) // 03700444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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_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; 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; 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_cul
Prince of Persia - Revelations v1.14.4 2023-01-12 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 r8p0-01rel0 [Revision 96995]. 03770444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:7 WScale 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)) // 03770444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:7 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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_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; 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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((p
Prince of Persia - Revelations v1.14.4 2023-01-12 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 r8p0-01rel0 [Revision 96995]. 03f74440:41400b30 HWX T N Tex Bones:6 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 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)) // 03f74440:41400b30 HWX T N Tex Bones:6 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 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot,
Prince of Persia - Revelations v1.14.4 2023-01-12 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 r8p0-01rel0 [Revision 96995]. 03f74440:41c00b30 HWX T N 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 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)) // 03f74440:41c00b30 HWX T N 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 Cull attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0,
Prince of Persia - Revelations v1.14.1-8-gd4f5bff36 2023-01-11 80630006=sceAtracSetDataAndGetID(09935d40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.1-8-gd4f5bff36 2023-01-10 80630006=sceAtracSetDataAndGetID(0961ef00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-09 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]. 01f04444:00000938 HWX C T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: 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)) // 01f04444:00000938 HWX C T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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(0.0, 0.0, 1.0, 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_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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthR
Prince of Persia - Revelations v1.14.4 2023-01-09 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]. 01f04444:00000930 HWX T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: 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)) // 01f04444:00000930 HWX T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull attribute vec3 position; 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 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(0.0, 0.0, 1.0, 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_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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <
Prince of Persia - Revelations v1.14.4 2023-02-05 Unknown GetPointerWrite 00000000 PC 08c02848 LR 08c0286c
Prince of Persia - Revelations v1.14.2 2023-01-06 UI scissor out of bounds in GameSettingsScreen: 636,0-2382,1441 / 3040,1440
Prince of Persia - Revelations v1.11.3 2023-01-04 80630006=sceAtracSetDataAndGetID(090303c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.1 2023-01-02 Jump to invalid address: 05dd0580
Prince of Persia - Revelations v1.14.1 2023-01-02 Jump to invalid address: 05dd0180
Prince of Persia - Revelations v1.14.1 2023-01-02 Jump to invalid address: 0598e5c0
Prince of Persia - Revelations v1.14.1 2023-01-02 Jump to invalid address: 05dd0380
Prince of Persia - Revelations v1.14.1 2023-01-02 Jump to invalid address: 03d76e60
Prince of Persia - Revelations v1.14.1 2023-01-02 MIPSCompileOp: Invalid instruction 7e0f0f08
Prince of Persia - Revelations v1.14.1 2023-01-02 Jump to invalid address: 061aa480
Prince of Persia - Revelations v1.14.1 2023-01-01 80630006=sceAtracSetDataAndGetID(08fe3a00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.1 2023-01-01 80630006=sceAtracSetDataAndGetID(09673fc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.1 2023-01-01 80630006=sceAtracSetDataAndGetID(09096a80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-27 00000400=sceGeEdramSetAddrTranslation(00000800)
Prince of Persia - Revelations v1.4.2-425-g7a7ccee5e 2023-01-19 Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
Prince of Persia - Revelations v1.13.2 2022-12-18 800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/havok.pmf): too many streams in PSMF video, bogus data
Prince of Persia - Revelations v1.13.2 2022-12-18 800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/papaya.pmf): too many streams in PSMF video, bogus data
Prince of Persia - Revelations v1.13.2 2022-12-18 scePsmfPlayerSetPsmf*: incorrect PSMF magic (b748bf9f), bad data
Prince of Persia - Revelations v1.13.2 2022-12-18 800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/d3.pmf): too many streams in PSMF video, bogus data
Prince of Persia - Revelations v1.14.4 2023-01-11 Unknown GetPointerWrite 00000000 PC 08b18548 LR 08b1855c
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(09a76280, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(097a8e00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(08f8c440, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(09a88e00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(09a48c40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(09a48c80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(09a48d40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(09a48040, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(098d8240, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(098d7f00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(098d7700, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(098d7380, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(098d6640, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(09605ac0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(0997c800, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(09000540, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-10 80630006=sceAtracSetDataAndGetID(09530200, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-12-02 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120
Prince of Persia - Revelations v1.13.2 2022-11-18 Unknown GetPointerWrite ffffffff PC 088175c0 LR 08817504
Prince of Persia - Revelations v1.11.3 2022-11-16 Unknown GetPointer c3f4a80c PC 08c721dc LR 08c71d34
Prince of Persia - Revelations v1.11.3 2022-11-16 80630006=sceAtracSetDataAndGetID(09ad8880, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-11-13 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
Prince of Persia - Revelations v1.13.2 2022-11-06 80630006=sceAtracSetDataAndGetID(0998e600, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-11-06 80630006=sceAtracSetDataAndGetID(09916dc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-11-06 80630006=sceAtracSetDataAndGetID(0974b140, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-11-06 80630006=sceAtracSetDataAndGetID(09908b80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.12.3 2022-11-02 sceDmacMemcpy(dest=04000000, src=08400000, size=557056): overlapping read
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(0993ad80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(08f8d740, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(09817e00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(09700980, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(0966acc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(09a55040, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(08f8e800, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(09586c80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(09aa0cc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(0956b0c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(09655600, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(09a13840, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(0968b280, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(099454c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(095e5440, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(095a4f00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(09695b40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(09681e00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.13.2 2022-10-22 80630006=sceAtracSetDataAndGetID(08fbc640, 00000800): invalid RIFF header