Recent logs - Marvel™ Ultimate Alliance

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Game title Version Latest Report Message
Marvel™ Ultimate Alliance v1.11.3 2021-09-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
Marvel™ Ultimate Alliance v1.11.3 2021-09-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148119992
Marvel™ Ultimate Alliance v1.11.3 2021-09-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
Marvel™ Ultimate Alliance v1.11.3 2021-09-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
Marvel™ Ultimate Alliance v1.11.3 2021-09-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
Marvel™ Ultimate Alliance v1.11.3 2021-09-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
Marvel™ Ultimate Alliance v1.11.3 2021-09-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2
Marvel™ Ultimate Alliance v1.11.3 2021-09-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.6.3-432-gfd6c3145d 2021-08-17 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000822 Tex TexAlpha LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; gl_FragColor = v; } vs: 01f04440:00000b11 HWX T N LM Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Marvel™ Ultimate Alliance v1.6.3-432-gfd6c3145d 2021-08-17 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000802 Tex LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 01f04440:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Marvel™ Ultimate Alliance v1.6.3-432-gfd6c3145d 2021-08-17 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000802 Tex LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 01f04440:00000b11 HWX T N LM Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Marvel™ Ultimate Alliance v1.11.3 2021-08-10 Unknown GetPointer 00000000 PC 00280000 LR 08aa7f18
Marvel™ Ultimate Alliance v1.11.3 2021-08-08 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]. 01f34444:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Marvel™ Ultimate Alliance v1.11.3 2021-07-22 sceGeBreak(mode=0, unknown=090c3ce8): unknown ptr (valid)
Marvel™ Ultimate Alliance v1.11.3 2021-07-22 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 r9p0-01rel0 [Revision 96995]. 01f04444:00090b31 HWX T N LM Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); 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 = 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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 = u_cullRangeMax.wwww; } } gl_Position
Marvel™ Ultimate Alliance v1.11.3 2021-07-07 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 r6p0-00dev0 [Revision 96995]. 01f04444:00090b31 HWX T N LM Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); 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 = 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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 = u_cullRangeMax.wwww; } } gl_Position
Marvel™ Ultimate Alliance v1.11.3 2021-06-26 Jump to invalid address: 056b8360
Marvel™ Ultimate Alliance v1.11.3 2021-06-26 Jump to invalid address: 05819b40
Marvel™ Ultimate Alliance v1.11.3 2021-06-26 Jump to invalid address: 036ac960
Marvel™ Ultimate Alliance v1.11.3 2021-06-20 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]. 03f00444:40c00b31 HWX T N LM Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 WScale 1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalize(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); 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 = 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); 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_cullRa
Marvel™ Ultimate Alliance v1.11.3 2021-06-07 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.10.3-1614-g3aa099f2d 2021-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=09fff6a4, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.10-6-g8ac4efd3c 2021-05-16 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Marvel™ Ultimate Alliance v1.10-6-g8ac4efd3c 2021-05-16 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.10-6-g8ac4efd3c 2021-05-16 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.10-6-g8ac4efd3c 2021-05-16 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2
Marvel™ Ultimate Alliance v1.11.3 2021-05-07 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Marvel™ Ultimate Alliance v1.11.3 2021-05-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228844, firstSym=082286c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228854, firstSym=082286e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228858, firstSym=082286e8, varData=00000000, extra=00000000
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 Crazy varData address 01011006, skipping rest of module
Marvel™ Ultimate Alliance v1.10.1 2021-04-28 sceGeBreak(mode=0, unknown=08b90d1c): unknown ptr (valid)
Marvel™ Ultimate Alliance v1.11.3 2021-04-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Marvel™ Ultimate Alliance v1.11.3 2021-04-01 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907468
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316544
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2
Marvel™ Ultimate Alliance v1.11.3 2021-04-28 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.11.2 2021-03-22 MIPSCompileOp: Invalid instruction 006d007f
Marvel™ Ultimate Alliance v1.11.2 2021-03-22 MIPSCompileOp: Invalid instruction 008b00f9
Marvel™ Ultimate Alliance v1.11.2 2021-03-22 MIPSCompileOp: Invalid instruction 007d003f
Marvel™ Ultimate Alliance v1.11.2 2021-03-22 MIPSCompileOp: Invalid instruction 002b0029
Marvel™ Ultimate Alliance v1.11.2 2021-03-22 MIPSCompileOp: Invalid instruction 001bfff5
Marvel™ Ultimate Alliance v1.11.2 2021-03-22 MIPSCompileOp: Invalid instruction 00070001
Marvel™ Ultimate Alliance v1.11.2 2021-03-22 MIPSCompileOp: Invalid instruction 00040005
Marvel™ Ultimate Alliance v1.11.2 2021-03-02 Unknown GetPointer 00000000 PC 08cda61c LR 08cda61c
Marvel™ Ultimate Alliance v1.11.2 2021-02-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ffeb60, 4, 00000000, 0)
Marvel™ Ultimate Alliance v1.11.3 2021-06-29 Video out requested, not supported: mode=0 size=0,0
Marvel™ Ultimate Alliance v1.11.3 2021-06-25 Unimplemented HLE function Kprintf
Marvel™ Ultimate Alliance v1.11.3 2021-06-25 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
Marvel™ Ultimate Alliance v1.11.2 2021-02-27 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 00000005
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 00030001
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 0003fffd
Marvel™ Ultimate Alliance v1.11.2 2021-03-22 MIPSCompileOp: Invalid instruction 0001ffff
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 0001fffe
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 0000fffe
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 0002ffff
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 0003ffff
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 00020001
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 00010001
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 0001fffd
Marvel™ Ultimate Alliance v1.11.2 2021-02-23 MIPSCompileOp: Invalid instruction 0000ffff
Marvel™ Ultimate Alliance v1.10.3 2021-02-05 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Marvel™ Ultimate Alliance v1.10.3 2021-02-01 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08227844, firstSym=082276c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227854, firstSym=082276e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227858, firstSym=082276e8, varData=00000000, extra=00000000
Marvel™ Ultimate Alliance v1.10.3 2021-01-25 GE Interrupt: newState might be 1
Marvel™ Ultimate Alliance v1.10.3 2021-01-25 GE Interrupt: newState might be 0
Marvel™ Ultimate Alliance v1.10.3 2021-01-25 GE Interrupt: newState might be 7
Marvel™ Ultimate Alliance v1.10.3 2021-01-25 GE Interrupt: newState might be 6
Marvel™ Ultimate Alliance v1.10.3 2021-01-25 GE Interrupt: newState might be 5
Marvel™ Ultimate Alliance v1.10.3 2021-01-25 GE Interrupt: newState might be 4
Marvel™ Ultimate Alliance v1.10.3 2021-01-25 GE Interrupt: newState might be 3
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 085436a0 in block starting at 08543670
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Jump to invalid address: 0150d920
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 08543668 in block starting at 08543664
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 08543668 in block starting at 08543650
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Jump to invalid address: 0c3c0004
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 08543648 in block starting at 0854363c
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 08543648 in block starting at 0854362c
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 08543648 in block starting at 08543618
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Jump to invalid address: 0150d7c0
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 08543610 in block starting at 085435f8
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Jump to invalid address: 03710c40
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 085435f0 in block starting at 085435e4
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 085435f0 in block starting at 085435d4
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Branch in Jump delay slot at 085435f0 in block starting at 085435c0
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Jump to invalid address: 036d16c0
Marvel™ Ultimate Alliance v1.10.3-1207-ge01d53870 2021-01-25 Jump to invalid address: 0150d660
Marvel™ Ultimate Alliance v1.10.3 2020-12-22 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Marvel™ Ultimate Alliance v1.10.3 2020-12-22 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.10.3 2020-12-12 BJUMP to illegal address 049899c0 - ignoring! data=7ff9c0
Marvel™ Ultimate Alliance v1.10.3 2020-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=5f746e6f, pos=0, access=1, data=2, text=2
Marvel™ Ultimate Alliance v1.11.3 2021-06-29 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.10.3 2020-11-21 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08944cc4, pos=0, access=1, data=2, text=2
Marvel™ Ultimate Alliance v1.10.3 2020-11-21 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08944cbc, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.10.3 2020-11-21 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08944cb4, pos=0, access=1, data=1, text=1
Marvel™ Ultimate Alliance v1.10.3 2020-11-21 Ignoring func export sceDeflt/e46eb986, already implemented in HLE.