Recent logs - Tomb Raider: Legend™

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Game title Version Latest Report Message
Tomb Raider: Legend™ v1.17.3 2024-07-24 sceDmacMemcpy(dest=041b6800, src=091f99c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-07-21 sceDmacMemcpy(dest=041efc00, src=09752070, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-07-21 sceDmacMemcpy(dest=041a3000, src=0936a100, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.3 2024-07-20 sceDmacMemcpy(dest=041e6000, src=0974ba90, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-07-19 sceDmacMemcpy(dest=041bd400, src=095e5630, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2024-07-10 sceDmacMemcpy(dest=0419b400, src=0992c6c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-07-08 sceDmacMemcpy(dest=041c6c00, src=09b18af0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-07-07 sceDmacMemcpy(dest=041b5c00, src=0968a920, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-07-07 sceDmacMemcpy(dest=041a6000, src=091dc440, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1-491-g9cdd97c13b 2024-07-05 sceDmacMemcpy(dest=0419b800, src=091d7bf0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-07-03 sceDmacMemcpy(dest=0419c400, src=091db030, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-07-03 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 r8p0-00dev0 [Revision 96995]. 01f18444:00000b08 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 #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)) // 01f18444:00000b08 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 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 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; lowp float angle; 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); angle = dot(u_lightdir3, toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb
Tomb Raider: Legend™ v1.17.1 2024-07-03 sceDmacMemcpy(dest=041ee000, src=095f8240, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-07-03 Truncating vertex count from 26679 to 21845
Tomb Raider: Legend™ v1.17.1 2024-07-01 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel1 [Revision 96995]. 03f14444:41c00b08 HWX C T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #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)) // 03f14444:41c00b08 HWX C T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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() { 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 = 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; toL
Tomb Raider: Legend™ v1.17.1 2024-06-30 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f14484:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:2 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)) // 01f14484:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:2 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 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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; lowp float angle; 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); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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); lightS
Tomb Raider: Legend™ v1.17.1 2024-06-30 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=2
Tomb Raider: Legend™ v1.17.1 2024-06-30 ELF relocation HI16/1(16) pair (instead of LO16) at 08904614 / 08904618
Tomb Raider: Legend™ v1.17.1 2024-06-20 sceKernelCreateThread(name=camera_patch_lite): unsupported attributes 00001007
Tomb Raider: Legend™ v1.17.1 2024-07-04 sceKernelCreateThread(name=TombRaiderRemastered): unsupported attributes 00001007
Tomb Raider: Legend™ v1.17 2024-06-15 sceDmacMemcpy(dest=041e9000, src=09951e90, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-14 sceDmacMemcpy(dest=041c6800, src=090855c0, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-14 sceDmacMemcpy(dest=041b2000, src=08edcf40, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1-669-gd298c6f6f5 2024-06-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1,y" Content-Length: 202 Content-Transfer-Encodi-30 Content-Disposition: form-data; name="verify" Content-Length: 202 Content-Transfer-Encoding: binary sceKernelLoadModule: unsupported options size=%08x, flags=%08x, pos=%d, access=%d, data=%d, text=%dsceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Tomb Raider: Legend™ v1.12.3 2024-06-12 sceDmacMemcpy(dest=0419c400, src=0992f080, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-12 sceDmacMemcpy(dest=041b2000, src=0929ab00, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-10 sceDmacMemcpy(dest=041b5c00, src=0933ea60, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-09 sceDmacMemcpy(dest=0419fc00, src=08e4abb0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-09 sceDmacMemcpy(dest=041c1c00, src=08e2ca30, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-09 sceDmacMemcpy(dest=041b3800, src=096be020, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-08 sceDmacMemcpy(dest=041a8800, src=0966b230, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-06 sceDmacMemcpy(dest=041c5400, src=099f8304, size=3072): overlapping read
Tomb Raider: Legend™ v1.12.3 2024-06-05 sceDmacMemcpy(dest=0419b400, src=098c1e90, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2024-06-05 sceDmacMemcpy(dest=041d3000, src=09c50340, size=9216): overlapping read
Tomb Raider: Legend™ v1.12.3 2024-06-04 sceDmacMemcpy(dest=041fb400, src=092a71f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2024-06-04 sceDmacMemcpy(dest=041a6c00, src=0932b500, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-04 sceDmacMemcpy(dest=04199000, src=096da880, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2024-06-02 sceDmacMemcpy(dest=041d3000, src=093f8000, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-02 sceDmacMemcpy(dest=041a1c00, src=098dea80, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-06-01 sceDmacMemcpy(dest=041a9800, src=098f2fd0, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d549c, pos=0, access=1, data=2, text=2
Tomb Raider: Legend™ v1.17.1 2024-05-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3274, pos=0, access=1, data=1, text=1
Tomb Raider: Legend™ v1.12.3 2024-05-30 sceDmacMemcpy(dest=0419b800, src=09367780, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2024-05-29 sceDmacMemcpy(dest=041bf000, src=098042e0, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-29 sceDmacMemcpy(dest=0419b800, src=08dfebc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.12.3 2024-05-28 sceDmacMemcpy(dest=041c4400, src=09958da0, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-24 sceDmacMemcpy(dest=041e7400, src=08dd5c90, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-19 sceDmacMemcpy(dest=041a7c00, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-19 sceDmacMemcpy(dest=041ba400, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-18 sceDmacMemcpy(dest=041b6400, src=09b3ff00, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-17 sceDmacMemcpy(dest=041d5000, src=09a5ab80, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2024-05-17 sceDmacMemcpy(dest=0419fc00, src=08ec08b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2024-05-17 sceDmacMemcpy(dest=041b9800, src=095a3780, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-14 sceDmacMemcpy(dest=041e2000, src=09529e30, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2024-05-13 sceDmacMemcpy(dest=041a4c00, src=091d53d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-12 sceDmacMemcpy(dest=041c9400, src=090e8640, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-12 sceDmacMemcpy(dest=041eec00, src=090d9580, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-12 sceDmacMemcpy(dest=041e2000, src=092b50f0, size=9216): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-12 sceDmacMemcpy(dest=041d1800, src=09c63ae0, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-12 sceDmacMemcpy(dest=041eb000, src=094e4e30, size=8192): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-12 sceDmacMemcpy(dest=041a8000, src=09720a50, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-11 sceDmacMemcpy(dest=041fe400, src=0970c950, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-11 sceDmacMemcpy(dest=041c0000, src=093f3620, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-11 sceDmacMemcpy(dest=041bc400, src=08e9ece0, size=9216): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-11 sceDmacMemcpy(dest=041b5400, src=091be3c0, size=9216): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-11 sceDmacMemcpy(dest=041ee000, src=0990e900, size=9216): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-05-11 sceDmacMemcpy(dest=041ab400, src=09594d70, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-06 sceDmacMemcpy(dest=041a1000, src=09206500, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-05 sceKernelCreateThread(name=pspDveManager_Module): unsupported attributes 00001006
Tomb Raider: Legend™ v1.17.1 2024-05-05 Unimplemented HLE function sceImposeSetHomePopup
Tomb Raider: Legend™ v1.17.1 2024-05-05 MFIC instruction hit (70020024) at 08a08414
Tomb Raider: Legend™ v1.17.1 2024-05-04 sceDmacMemcpy(dest=041b0c00, src=09740bb0, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-03 sceDmacMemcpy(dest=041a0c00, src=09213724, size=3072): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-03 sceDmacMemcpy(dest=041ba800, src=097938a4, size=2048): overlapping read
Tomb Raider: Legend™ v1.14.4 2024-05-03 sceDmacMemcpy(dest=041f2400, src=0982d4a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-02 sceDmacMemcpy(dest=041ad800, src=0943de90, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-01 sceDmacMemcpy(dest=041b1400, src=09673270, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-30 sceDmacMemcpy(dest=041ba400, src=096f25b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-25 sceDmacMemcpy(dest=041b2800, src=095d1510, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2024-04-23 sceDmacMemcpy(dest=041e7c00, src=09362cc0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2024-04-23 sceDmacMemcpy(dest=041ec400, src=09945e10, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2024-04-23 sceDmacMemcpy(dest=041c3c00, src=0927dc10, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-21 sceDmacMemcpy(dest=041a9800, src=095dc534, size=3072): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-21 sceDmacMemcpy(dest=041ebc00, src=09199090, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-20 sceDmacMemcpy(dest=041ebc00, src=0929fe10, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-20 sceDmacMemcpy(dest=041c1000, src=092aa7a0, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-05-05 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 01f14484:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:2 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)) // 01f14484:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:2 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 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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; lowp float angle; 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); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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); lig
Tomb Raider: Legend™ v1.17.1 2024-04-19 sceDmacMemcpy(dest=041a2c00, src=09813570, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-20 sceDmacMemcpy(dest=041d3800, src=094b6a30, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-19 sceDmacMemcpy(dest=041b1000, src=0933aa80, size=9216): overlapping read
Tomb Raider: Legend™ v1.12.3 2024-04-19 sceDmacMemcpy(dest=041b2400, src=09af2a30, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-18 sceDmacMemcpy(dest=041b4400, src=09701150, size=9216): overlapping read
Tomb Raider: Legend™ v1.16.5 2024-04-18 sceDmacMemcpy(dest=041df000, src=096e0cd0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-17 sceDmacMemcpy(dest=04199000, src=09bcea40, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-17 sceDmacMemcpy(dest=041fbc00, src=094d3ed0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2024-04-16 sceDmacMemcpy(dest=041ae400, src=091d7bf0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-16 sceDmacMemcpy(dest=041a4c00, src=0934c350, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-17 sceDmacMemcpy(dest=041d0c00, src=090e0280, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-14 sceDmacMemcpy(dest=041f5000, src=0943f114, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-13 sceDmacMemcpy(dest=041e7400, src=091a4650, size=9216): overlapping read