Recent logs - Pirates of the Caribbean: Dead Man's Chest

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Game title Version Latest Report Message
Pirates of the Caribbean: Dead Man's Chest v1.11.3 2024-04-10 sceKernelLoadModule: unsupported options size=00000014, flags=088620a0, pos=0, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.11.2-917-g89e70c319 2024-04-07 sceKernelCreateThread(name=PGE Support): unsupported attributes 00001006
Pirates of the Caribbean: Dead Man's Chest v1.16.6 2024-02-28 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Pirates of the Caribbean: Dead Man's Chest v1.17.1 2024-02-24 00000400=sceGeEdramSetAddrTranslation(00001000)
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2024-02-08 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Pirates of the Caribbean: Dead Man's Chest v1.16.6 2024-01-04 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
Pirates of the Caribbean: Dead Man's Chest v1.7.5 2023-12-22 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 r10p0-00rel0 [Revision 96995]. 01f10444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); 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; 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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Pirates of the Caribbean: Dead Man's Chest v1.7.5 2023-12-22 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0020000e Tex Fog TFuncRepl #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f10444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 (failed) #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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); 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; 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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Pirates of the Caribbean: Dead Man's Chest v1.7.5 2023-12-22 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f10444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 (failed) #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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); 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; 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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Pirates of the Caribbean: Dead Man's Chest v1.10-6-g8ac4efd3c 2023-11-15 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Pirates of the Caribbean: Dead Man's Chest v1.10-6-g8ac4efd3c 2023-11-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040
Pirates of the Caribbean: Dead Man's Chest v1.10-6-g8ac4efd3c 2023-11-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628
Pirates of the Caribbean: Dead Man's Chest v1.16.6 2023-11-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.15.4 2023-09-26 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=5 IDX=2 MC=8
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=2 MC=8
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 An uneaten prefix at end of block: 08ab2694
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 WriteToHardware: Invalid address 000001bc near PC 08000000 LR 08000000
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 00000400=sceGeEdramSetAddrTranslation(00000400)
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 GE Interrupt: newState might be 7
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 GE Interrupt: newState might be 6
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 GE Interrupt: newState might be 5
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 GE Interrupt: newState might be 4
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 GE Interrupt: newState might be 3
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-09-23 GE Interrupt: newState might be 0
Pirates of the Caribbean: Dead Man's Chest v1.15.4 2023-09-05 __KernelStopThread: thread 292 does not exist (helper deleted)
Pirates of the Caribbean: Dead Man's Chest v1.11.3 2023-06-03 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
Pirates of the Caribbean: Dead Man's Chest v1.11.3 2023-06-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488
Pirates of the Caribbean: Dead Man's Chest v1.11.3 2023-06-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145224280
Pirates of the Caribbean: Dead Man's Chest v1.11.3 2023-06-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151249632
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2023-06-01 Render to texture with incompatible formats 3 != 1 at 04000000
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2023-06-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 166232480
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2023-06-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 158723776
Pirates of the Caribbean: Dead Man's Chest v1.15.4 2023-05-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2023-05-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145477076
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2023-05-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 2568
Pirates of the Caribbean: Dead Man's Chest v1.5.4 2023-04-29 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 r6p2-01rel0 [Revision 96995]. 03f14444:41c00b14 HWX T N Fog Tex 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 precision highp float; 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 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.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; }
Pirates of the Caribbean: Dead Man's Chest v1.14.4 2023-04-01 __KernelStopThread: thread 3366 does not exist (ApctlThread deleted)
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2023-03-02 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]. 01f10444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); 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; 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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2023-01-07 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-12-02 80000107=sceDisplaySetFrameBuf(44000000, 512, 0, 0): must change latched framebuf first
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-12-02 Could not setup streams, unexpected stream count: 35208
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2024-03-30 Failed to read valid video stream data from header
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-12-02 Could not setup streams, unexpected stream count: 24195
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-12-02 Unexpected mpeg first timestamp: 30000000000 / 3298534883328
Pirates of the Caribbean: Dead Man's Chest v1.17.1 2024-03-21 ReadFromHardware: Invalid address 0a000000 near PC 088057f0 LR 088057f0
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-11-02 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-10-07 Ignoring possible texturing from framebuffer at 04170000 +128x128 / 512x256
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-10-07 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0404c000 offset: 0 (128x128 stride 512, 8888)
Pirates of the Caribbean: Dead Man's Chest v1.17 2024-02-04 sceNetAdhocMatchingInit(32768) at 088481d8
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-09-19 sceKernelLoadModule: unsupported options size=00000014, flags=088620f8, pos=0, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-09-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-09-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-09-16 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
Pirates of the Caribbean: Dead Man's Chest v1.13.2 2022-09-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
Pirates of the Caribbean: Dead Man's Chest v1.15.4 2023-10-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.15.4 2023-10-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.15.3 2023-05-13 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Pirates of the Caribbean: Dead Man's Chest v1.13.1 2022-09-12 Waiting thread for 20 that was already waiting for 20
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-09-05 Rendering to framebuffer offset: 040cc000 +65x0
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-09-05 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Pirates of the Caribbean: Dead Man's Chest v1.13.1 2022-08-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2023-11-15 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
Pirates of the Caribbean: Dead Man's Chest v1.11.3 2022-07-14 Unknown GetPointer 00000000 PC 089c7b04 LR 089c7b04
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-06-18 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-06-17 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-06-17 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-08-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-06-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-06-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-06-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-06-16 R_MIPS_HI16: could not find R_MIPS_LO16
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-05-27 sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-05-27 sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480fe2e
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480fe22
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480fe16
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480fe12
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480fe0e
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480fe0a
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480fe08
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480fe06
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480fef6
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff04
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff12
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff20
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff2c
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff38
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff44
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff4c
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff56
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff5e
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff66
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2022-05-07 Bottom-right corner of source of block transfer is at an invalid address: 0480ff6c
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-04-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.13.1 2022-08-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-04-05 sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-03-28 80630006=sceAtracSetData(0, 08b37200, 00008000): invalid RIFF header
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-03-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-03-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
Pirates of the Caribbean: Dead Man's Chest v1.12.3 2022-03-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700