Recent logs - Tomb Raider: Legend™

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Game title Version Latest Report Message
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 2024-04-26 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
Tomb Raider: Legend™ v1.17.1 2024-04-13 sceDmacMemcpy(dest=041d5000, src=091d9000, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-04-09 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]. 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-450 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™ v1.9.4 2024-04-06 sceDmacMemcpy(dest=041ba800, src=09579720, size=9216): overlapping read
Tomb Raider: Legend™ v1.16.5 2024-03-31 sceDmacMemcpy(dest=041e0000, src=09468640, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-30 sceDmacMemcpy(dest=041a2c00, src=09648dc0, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-29 sceDmacMemcpy(dest=041bac00, src=0945a840, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-29 sceDmacMemcpy(dest=041bb800, src=095464e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-29 ReadFromHardware: Invalid address 27be002c near PC 08aca758 LR 08aca4dc
Tomb Raider: Legend™ v1.17.1 2024-03-29 ReadFromHardware: Invalid address 27be0028 near PC 08aca754 LR 08aca4dc
Tomb Raider: Legend™ v1.17.1 2024-03-28 sceDmacMemcpy(dest=041a5800, src=091ad1a0, size=8192): overlapping read
Tomb Raider: Legend™ v1.16.5 2024-03-28 sceDmacMemcpy(dest=041a3800, src=098c4690, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-28 sceDmacMemcpy(dest=041c5c00, src=090cc7a0, size=9216): overlapping read
Tomb Raider: Legend™ v1.16.5 2024-03-26 sceDmacMemcpy(dest=041f0800, src=08ff2850, size=9216): overlapping read
Tomb Raider: Legend™ v1.16.5 2024-03-26 sceDmacMemcpy(dest=041a4400, src=098c4690, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.5 2024-03-26 sceDmacMemcpy(dest=041ce800, src=08f30e60, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-25 sceDmacMemcpy(dest=041a1800, src=091edad0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-25 sceDmacMemcpy(dest=041d2800, src=09457110, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-25 sceDmacMemcpy(dest=0419a400, src=09ae58c0, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-25 sceDmacMemcpy(dest=041b2800, src=0958f1f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-24 sceDmacMemcpy(dest=041d1000, src=092b2000, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-24 sceDmacMemcpy(dest=041a5400, src=0925fda0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-24 sceDmacMemcpy(dest=041cf800, src=090ee330, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-24 sceDmacMemcpy(dest=041f6000, src=0958dde0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-24 sceDmacMemcpy(dest=041b9000, src=09779d40, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-24 sceDmacMemcpy(dest=0419b000, src=0940f6b4, size=2048): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-23 sceDmacMemcpy(dest=041fe400, src=08e62f70, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-23 sceDmacMemcpy(dest=041e0000, src=097df7d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-23 sceDmacMemcpy(dest=041b1000, src=0956eba0, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-23 sceDmacMemcpy(dest=0419c800, src=09a1f630, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-23 sceDmacMemcpy(dest=041d1800, src=0912f760, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-23 sceDmacMemcpy(dest=041d1800, src=090c5960, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-23 sceDmacMemcpy(dest=041f7c00, src=09130b70, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-22 sceDmacMemcpy(dest=041a2400, src=090c3140, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-22 sceDmacMemcpy(dest=041e5c00, src=094380b0, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-22 sceDmacMemcpy(dest=041b5800, src=09b40a10, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-22 sceDmacMemcpy(dest=041a3c00, src=09622820, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-22 sceDmacMemcpy(dest=041c6c00, src=08ef00b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-22 sceDmacMemcpy(dest=041fd800, src=09574900, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-22 sceDmacMemcpy(dest=041a1400, src=09744760, size=8192): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-22 sceDmacMemcpy(dest=04199000, src=08e70cc0, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-22 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]. 01f14484:00000b08 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 #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)) // 01f14484:00000b08 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 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); lightSum0.rgb +=
Tomb Raider: Legend™ v1.17.1 2024-03-22 sceDmacMemcpy(dest=041a1400, src=0952f490, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-21 sceDmacMemcpy(dest=041a3c00, src=099a0200, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-21 sceDmacMemcpy(dest=041a6800, src=09552480, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-21 sceDmacMemcpy(dest=0419cc00, src=099a1610, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-21 sceDmacMemcpy(dest=04199000, src=0976b560, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-21 sceDmacMemcpy(dest=041a0800, src=0956c680, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-21 sceDmacMemcpy(dest=0419b000, src=095937c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.5 2024-03-18 sceDmacMemcpy(dest=0419d400, src=09aa62b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-03-17 sceDmacMemcpy(dest=041ca000, src=08db1dc0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-16 sceDmacMemcpy(dest=041bd400, src=091d4050, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-15 sceDmacMemcpy(dest=041c3800, src=0964e9b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-16 Can't draw: No current render step. Step count: 0
Tomb Raider: Legend™ v1.17.1 2024-03-13 sceDmacMemcpy(dest=0419f400, src=0903b6b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-10 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]. 01f14484:00000b08 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 #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)) // 01f14484:00000b08 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 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); lightSum0.rgb +=
Tomb Raider: Legend™ v1.17.1 2024-03-08 sceDmacMemcpy(dest=041a7800, src=08e60750, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-08 sceDmacMemcpy(dest=041b4800, src=09356b70, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.5 2024-03-08 sceDmacMemcpy(dest=041f4800, src=095ca184, size=4096): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-06 sceDmacMemcpy(dest=041a3400, src=091d9010, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-06 sceDmacMemcpy(dest=041fdc00, src=0927d300, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-05 sceDmacMemcpy(dest=041a1400, src=093eeea0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-04 sceDmacMemcpy(dest=041cec00, src=09a49f00, size=9216): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-04 sceDmacMemcpy(dest=041a0c00, src=09b190c0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-04 sceDmacMemcpy(dest=041e3800, src=091d6870, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-03 sceDmacMemcpy(dest=041b3400, src=0956f0f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-13 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 r10p0-00rel0 [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); li
Tomb Raider: Legend™ v1.17.1 2024-03-03 sceDmacMemcpy(dest=041e4000, src=09587750, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-03 sceDmacMemcpy(dest=041ec000, src=091d67e0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-03-02 sceDmacMemcpy(dest=041c7c00, src=095023d0, size=5120): overlapping read
Tomb Raider: Legend™ v1.4.2 2024-03-01 sceDmacMemcpy(dest=041a1400, src=095c6de0, size=5120): overlapping read
Tomb Raider: Legend™ v1.4.2 2024-03-01 sceDmacMemcpy(dest=041af400, src=095b69b0, size=9216): overlapping read
Tomb Raider: Legend™ v1.4.2 2024-03-01 sceDmacMemcpy(dest=041c7800, src=095c96f0, size=5120): overlapping read
Tomb Raider: Legend™ v1.4.2 2024-03-01 sceDmacMemcpy(dest=041a1400, src=093e9720, size=5120): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-02-24 sceDmacMemcpy(dest=04199000, src=0994be60, size=9216): overlapping read
Tomb Raider: Legend™ v1.16.6 2024-02-23 sceDmacMemcpy(dest=0419b400, src=09796e80, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-02-22 sceDmacMemcpy(dest=041d7c00, src=0955c460, size=5120): overlapping read
Tomb Raider: Legend™ v1.14.4 2024-02-20 sceDmacMemcpy(dest=041a0c00, src=0963f3b0, size=5120): overlapping read
Tomb Raider: Legend™ v1.17.1 2024-02-19 sceDmacMemcpy(dest=041e9800, src=09563550, size=5120): overlapping read