Recent logs - Tomb Raider: Legend™

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Game title Version Latest Report Message
Tomb Raider: Legend™ v1.9.4 2020-02-28 sceDmacMemcpy(dest=041ca400, src=099dcb10, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-28 sceDmacMemcpy(dest=041af000, src=09668ea4, size=2048): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-25 sceDmacMemcpy(dest=041db000, src=09564910, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-23 sceDmacMemcpy(dest=041b4c00, src=09517440, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-21 sceDmacMemcpy(dest=041d7000, src=091bd6a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-21 sceDmacMemcpy(dest=0419f000, src=08e928a0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-21 sceDmacMemcpy(dest=0419fc00, src=09098280, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2020-02-21 sceDmacMemcpy(dest=041dd400, src=09a1e140, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-20 sceDmacMemcpy(dest=041c0800, src=08f31f10, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-20 sceDmacMemcpy(dest=041a6000, src=09996884, size=2048): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-20 sceDmacMemcpy(dest=041b0c00, src=09020220, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-20 sceDmacMemcpy(dest=041dd400, src=091c26e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-19 sceDmacMemcpy(dest=04199000, src=099dc3f4, size=3072): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-17 sceDmacMemcpy(dest=041ef000, src=08ef7b70, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2020-02-17 sceDmacMemcpy(dest=0419b000, src=096b89d0, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-17 sceDmacMemcpy(dest=041b7000, src=091c26e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-16 sceDmacMemcpy(dest=04088000, src=09037d90, size=557056): overlapping read
Tomb Raider: Legend™ v1.6.3 2020-02-16 sceDmacMemcpy(dest=0419dc00, src=08fb3820, size=5120): overlapping read
Tomb Raider: Legend™ v1.8.0 2020-02-15 sceDmacMemcpy(dest=041ae000, src=0952a440, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2020-02-14 sceDmacMemcpy(dest=0419f400, src=0931eda0, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-12 sceDmacMemcpy(dest=04199000, src=091d67e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-12 sceDmacMemcpy(dest=041d2c00, src=09507410, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-12 sceDmacMemcpy(dest=041b8800, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.6.3 2020-02-12 sceDmacMemcpy(dest=041b0c00, src=08fef970, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2020-02-11 sceDmacMemcpy(dest=041d1000, src=091d53d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-11 sceDmacMemcpy(dest=041b0000, src=09171b30, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2020-02-10 sceDmacMemcpy(dest=041ec000, src=094df690, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-08 sceDmacMemcpy(dest=041a5800, src=098238a0, size=9216): overlapping read
Tomb Raider: Legend™ v1.6.3 2020-02-08 sceDmacMemcpy(dest=041ab800, src=09962174, size=3072): overlapping read
Tomb Raider: Legend™ v1.6.3 2020-02-08 sceDmacMemcpy(dest=041a1c00, src=09704094, size=2048): overlapping read
Tomb Raider: Legend™ v1.6.3 2020-02-07 sceDmacMemcpy(dest=041fe400, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-01 sceDmacMemcpy(dest=041b2400, src=091bd6a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-03 sceDmacMemcpy(dest=041e8c00, src=0991ed60, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-30 sceDmacMemcpy(dest=0419d400, src=09aeea50, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-30 sceDmacMemcpy(dest=041fe800, src=09239d60, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-30 sceDmacMemcpy(dest=041fbc00, src=08dfd760, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-29 sceDmacMemcpy(dest=041be400, src=092ca830, size=17408): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-28 sceDmacMemcpy(dest=041e1800, src=0969dbe0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-28 sceDmacMemcpy(dest=041a4c00, src=08eba810, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-28 sceDmacMemcpy(dest=0419cc00, src=09325f10, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-27 sceDmacMemcpy(dest=0419f000, src=08db1dc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-26 sceDmacMemcpy(dest=041b5400, src=09906dc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-26 sceDmacMemcpy(dest=041fc000, src=094517a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-26 sceDmacMemcpy(dest=041a4c00, src=0937da60, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-26 sceDmacMemcpy(dest=041d0400, src=09c9f6e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-25 sceDmacMemcpy(dest=041d0c00, src=090ddf00, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-25 sceDmacMemcpy(dest=041b0800, src=09637ba0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-25 sceDmacMemcpy(dest=04199000, src=08f4f340, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-25 sceDmacMemcpy(dest=04199000, src=08ea6650, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-25 sceDmacMemcpy(dest=041a5c00, src=096f38d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.5.4 2020-01-25 sceDmacMemcpy(dest=0419a400, src=09792050, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-25 sceDmacMemcpy(dest=041ff000, src=093183d4, size=4096): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-25 sceDmacMemcpy(dest=041a3000, src=094c3880, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-25 sceDmacMemcpy(dest=04199000, src=0960c020, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-25 sceDmacMemcpy(dest=041c1800, src=094d6930, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-24 sceDmacMemcpy(dest=041aa800, src=08dfc300, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-24 sceDmacMemcpy(dest=0419b400, src=09518ba0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-24 sceDmacMemcpy(dest=041b1800, src=09516380, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-24 sceDmacMemcpy(dest=041f8000, src=0983b190, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-24 sceDmacMemcpy(dest=041c8800, src=09626720, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-24 sceDmacMemcpy(dest=041fc400, src=0930eec0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-23 sceDmacMemcpy(dest=041c1000, src=08e0b920, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-23 sceDmacMemcpy(dest=0419f800, src=08e21310, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-23 sceDmacMemcpy(dest=041a7400, src=08e21310, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-23 sceDmacMemcpy(dest=0419f800, src=098b8250, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-23 sceDmacMemcpy(dest=04199000, src=08e07cf0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-22 sceDmacMemcpy(dest=041f2400, src=093489a0, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-22 sceDmacMemcpy(dest=041b9c00, src=099a0000, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-22 sceDmacMemcpy(dest=041e3c00, src=08ed9980, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-22 sceDmacMemcpy(dest=041cb800, src=0958ea30, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-22 sceDmacMemcpy(dest=041a5000, src=091d3fc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-21 sceDmacMemcpy(dest=041bfc00, src=08f0c390, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-21 sceDmacMemcpy(dest=041e0000, src=0955c260, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-21 sceDmacMemcpy(dest=0419c400, src=09739460, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-21 sceDmacMemcpy(dest=041ec400, src=09a2e100, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-21 sceDmacMemcpy(dest=041fc400, src=099cff20, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-21 sceDmacMemcpy(dest=041ccc00, src=091d67e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-20 sceDmacMemcpy(dest=0419f000, src=091d67e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-20 sceDmacMemcpy(dest=041e5000, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-20 sceDmacMemcpy(dest=041b3c00, src=09736010, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-17 sceDmacMemcpy(dest=041af400, src=091d3fc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-15 sceDmacMemcpy(dest=0419d000, src=090ffdf0, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-15 sceDmacMemcpy(dest=041a1400, src=08ed1590, size=8192): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-13 sceDmacMemcpy(dest=041dd400, src=08dd33a0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-07 sceDmacMemcpy(dest=041cf800, src=09b65b50, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-07 sceDmacMemcpy(dest=0419e000, src=0960f6c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-01-04 sceDmacMemcpy(dest=041e2000, src=08e1eaf0, size=8192): overlapping read
Tomb Raider: Legend™ v1.5.4 2020-01-03 sceDmacMemcpy(dest=0419cc00, src=09ab3310, size=5120): overlapping read
Tomb Raider: Legend™ v1.5.4 2020-01-02 sceDmacMemcpy(dest=041a1c00, src=08db1dc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.5.4 2019-12-31 sceDmacMemcpy(dest=041f9800, src=08ea5750, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-12-31 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]. 03f18444:40c00b18 HWX C T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffse
Tomb Raider: Legend™ v1.9.4 2019-12-31 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]. 03f14444:40c00b18 HWX C T N Tex Bones:4 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 precision highp float; attribute mediump vec4 w1; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeM
Tomb Raider: Legend™ v1.9.3 2019-12-28 sceDmacMemcpy(dest=0419b000, src=096e7120, size=5120): overlapping read
Tomb Raider: Legend™ v1.7.4 2019-12-25 sceDmacMemcpy(dest=041e7400, src=096f39c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-12-20 sceDmacMemcpy(dest=041d0800, src=092004e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-12-20 sceDmacMemcpy(dest=041e1800, src=09646390, size=5120): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-12-20 sceDmacMemcpy(dest=041b6c00, src=097284d0, size=9216): overlapping read
Tomb Raider: Legend™ v1.9.4 2019-12-18 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 r4p1-01rel0 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w;
Tomb Raider: Legend™ v1.9.4 2020-01-05 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 r6p0-01rel0 [Revision 96995]. 01f14444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tomb Raider: Legend™ v1.7.4 2019-12-15 sceDmacMemcpy(dest=041ac000, src=098362f0, size=5120): overlapping read