Recent logs - Call of Duty : Roads to Victory™

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Game title Version Latest Report Message
Call of Duty : Roads to Victory™ v1.12.3 2022-01-22 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.12.3 2022-01-22 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.12.2 2022-01-21 WriteToHardware: Invalid address 0000015c near PC 08a31970 LR 08a3b004
Call of Duty : Roads to Victory™ v1.12.3 2022-01-19 WriteToHardware: Invalid address 000003e4 near PC 08a110a8 LR 08a113c0
Call of Duty : Roads to Victory™ v1.12.3 2022-01-18 WriteToHardware: Invalid address 000003e4 near PC 08a11360 LR 08a113f4
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9f0 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9ec in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9e8 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9e4 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9e0 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9dc in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9d8 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9d4 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9d0 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9cc in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9c8 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9c4 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9c0 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9bc in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d9a0 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 MIPSCompileOp: Invalid instruction 001a135e
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Jump to invalid address: 0302b4c0
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Jump to invalid address: 03489cc0
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d964 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d960 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Jump to invalid address: 03056140
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d914 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d908 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d904 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d900 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d8fc in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.6.2 2022-01-15 WriteToHardware: Invalid address 0000015c near PC 089fa784 LR 089fa784
Call of Duty : Roads to Victory™ v1.12.2 2022-01-14 Jump to invalid address: 06875220
Call of Duty : Roads to Victory™ v1.12.3 2022-01-11 __KernelStopThread: thread 376 does not exist
Call of Duty : Roads to Victory™ v1.10.2 2022-01-10 80630007=sceAtracSetData(2, 08d4b180, 00002130): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.10.2 2022-01-10 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.12.3 2022-01-02 WriteToHardware: Invalid address 0000020c near PC 089e5b10 LR 089b4ba8
Call of Duty : Roads to Victory™ v1.12.3 2022-01-02 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 r5p0-01rel0 [Revision 96995]. 01f14444:00000b34 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp: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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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); 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_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
Call of Duty : Roads to Victory™ v1.11.3-24-g331834781 2021-12-29 WriteToHardware: Invalid address 000003e4 near PC 089d63b8 LR 089d63b8
Call of Duty : Roads to Victory™ v1.11.3-24-g331834781 2021-12-24 WriteToHardware: Invalid address 00000148 near PC 08000000 LR 08000000
Call of Duty : Roads to Victory™ v1.12.3 2022-01-16 Branch in Jump delay slot at 08c7d8f8 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.12.3 2021-12-22 WriteToHardware: Invalid address 000003e4 near PC 08a1b730 LR 08a1b730
Call of Duty : Roads to Victory™ v1.11.3 2021-12-21 80630007=sceAtracSetData(2, 08be9680, 00001300): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.11.3 2021-12-21 80630007=sceAtracSetData(2, 08be9680, 00001200): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.11.3 2021-12-21 80630007=sceAtracSetData(2, 08be9680, 00001100): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.11.3 2021-12-21 80630007=sceAtracSetData(2, 08be9680, 00010000): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.6.3 2021-12-19 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0081d002 Tex 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01010000:00050b58 HWX C T N Tex TexProjUV UVMtx Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out highp 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 * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); }
Call of Duty : Roads to Victory™ v1.12.3 2021-12-19 sceKernelCreateThread(name=SceParseURI_Library): unsupported attributes 00000006
Call of Duty : Roads to Victory™ v1.12.3 2021-12-17 __KernelStopThread: thread 787 does not exist
Call of Duty : Roads to Victory™ v1.11.3 2021-12-16 WriteToHardware: Invalid address 000003e4 near PC 08a3c46c LR 08a3bf08
Call of Duty : Roads to Victory™ v1.11.3 2021-12-13 Unimplemented HLE function sceKernelStopUnloadSelfModule
Call of Duty : Roads to Victory™ v1.11.3 2021-12-10 WriteToHardware: Invalid address 00000158 near PC 08a119a0 LR 08a115c4
Call of Duty : Roads to Victory™ v1.11.3 2021-12-09 WriteToHardware: Invalid address 0000016c near PC 08a76e58 LR 088c8fc0
Call of Duty : Roads to Victory™ v1.12.3 2021-12-08 __KernelStopThread: thread 305 does not exist
Call of Duty : Roads to Victory™ v1.11.3 2021-12-04 WriteToHardware: Invalid address 00000140 near PC 08a3cc4c LR 08a30d34
Call of Duty : Roads to Victory™ v1.5.3 2021-12-02 Error in shader program link during preload: info: Error: input v_texcoord not declared in output from previous stage. Error: Linking failed. fs: 00000000:0000000a Tex TFuncBlend #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_texenv; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); fragColor0 = v; } vs: 00000000:0280f002 THR TessC TessT TessRevN #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Call of Duty : Roads to Victory™ v1.12.3 2021-12-01 Jump to invalid address: 06755fd0
Call of Duty : Roads to Victory™ v1.12.3 2021-11-28 Jump to invalid address: 05d9f060
Call of Duty : Roads to Victory™ v1.11.3 2021-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.11.3 2021-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.12.3 2021-11-23 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processSHADEBOOST(inout vec3 color) { float sat = 1.2999999523162841796875; float brt = 0.800000011920928955078125; float con = 1.0; float AvgLumR = 1.2000000476837158203125; float AvgLumG = 1.2999999523162841796875; float AvgLumB = 1.10000002384185791015625; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; return color; } void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 0; vec3 color = texture(sampler0, v_texcoord0).xyz; vec3 param = color; vec3 _127 = processSHADEBOOST(param); color = _127; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(color.x, color.y, color.z, _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w); _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0; } vs: postshader #version 320 es uniform vec2 u_texelDelta; out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; out vec4 v_texcoordNC0; out vec4 v_texcoordNC1; out vec4 v_texcoordNC2; out vec4 v_texcoordNC3; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy); v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy); }
Call of Duty : Roads to Victory™ v1.12.3 2021-11-21 sceKernelLoadModule: unsupported options size=00000014, flags=08806498, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.12.3 2021-12-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 14
Call of Duty : Roads to Victory™ v1.12.3 2021-11-22 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 r2p1_05rel0 [Revision 96995]. 01f14444:00000b34 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp: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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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); 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_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
Call of Duty : Roads to Victory™ v1.6.3 2021-11-20 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00a0d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Call of Duty : Roads to Victory™ v1.12.3 2021-11-20 WriteToHardware: Invalid address 00000140 near PC 08a29f34 LR 08a29f34
Call of Duty : Roads to Victory™ v1.12.3 2021-11-22 0 depal unsupported: shift=5 mask=ff offset=0
Call of Duty : Roads to Victory™ v1.11.3 2021-11-19 WriteToHardware: Invalid address 00000148 near PC 08abfd58 LR 08abfd58
Call of Duty : Roads to Victory™ v1.12.3 2021-11-17 WriteToHardware: Invalid address 000003e4 near PC 08a47de8 LR 08a7677c
Call of Duty : Roads to Victory™ v1.12.3 2021-11-16 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]. 01f14444:00000b34 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp: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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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); 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_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
Call of Duty : Roads to Victory™ v1.12.2 2021-11-14 sceKernelLoadModule: unsupported options size=00000014, flags=00070000, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.11.3 2021-11-14 Branch in Jump delay slot at 09b1b2dc in block starting at 09b1b2dc
Call of Duty : Roads to Victory™ v1.4.2 2021-11-10 Wrong magic number 56495441
Call of Duty : Roads to Victory™ v1.4.2 2021-11-10 Wrong magic number 284400e0
Call of Duty : Roads to Victory™ v1.4.2 2021-11-10 Wrong magic number 00000004
Call of Duty : Roads to Victory™ v1.4.2 2021-11-10 Wrong magic number 0c090924
Call of Duty : Roads to Victory™ v1.9.0 2021-11-09 WriteToHardware: Invalid address 000003e4 near PC 08a0e7c4 LR 08a21340
Call of Duty : Roads to Victory™ v1.9.0 2021-11-09 WriteToHardware: Invalid address 000003e4 near PC 0897f9e8 LR 0897f9e8
Call of Duty : Roads to Victory™ v1.11.2 2021-11-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432
Call of Duty : Roads to Victory™ v1.11.2 2021-11-09 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070
Call of Duty : Roads to Victory™ v1.11.2 2021-11-09 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468
Call of Duty : Roads to Victory™ v1.11.2 2021-11-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145106660
Call of Duty : Roads to Victory™ v1.11.2 2021-11-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.9.0 2021-11-09 WriteToHardware: Invalid address 000003e4 near PC 08a3bf30 LR 08a3bf08
Call of Duty : Roads to Victory™ v1.12.3 2021-11-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 154246848
Call of Duty : Roads to Victory™ v1.12.3 2021-11-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146069088
Call of Duty : Roads to Victory™ v1.12.3 2021-11-09 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 573
Call of Duty : Roads to Victory™ v1.12.3 2021-11-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.12.3 2021-11-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144849144
Call of Duty : Roads to Victory™ v1.12.3 2021-11-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144841164
Call of Duty : Roads to Victory™ v1.12.3 2021-11-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 108
Call of Duty : Roads to Victory™ v1.4.2 2021-11-07 Wrong magic number 00503021
Call of Duty : Roads to Victory™ v1.12.3 2021-11-07 sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.12.2 2021-11-07 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
Call of Duty : Roads to Victory™ v1.12.2 2021-11-06 80630006=sceAtracSetHalfwayBufferAndGetID(08bff040, 00001000, 00040000): invalid RIFF header
Call of Duty : Roads to Victory™ v1.12.3 2021-11-05 __KernelStopThread: thread 304 does not exist
Call of Duty : Roads to Victory™ v1.12.2 2021-11-05 Jump to invalid address: 0687e350
Call of Duty : Roads to Victory™ v1.11.3 2021-11-04 WriteToHardware: Invalid address 000003e4 near PC 08a47dfc LR 08a7677c
Call of Duty : Roads to Victory™ v1.11.3 2021-11-03 Jump to invalid address: 06754f80
Call of Duty : Roads to Victory™ v1.12.3 2021-10-30 Unable to allocate kernel object, too many objects slots in use.