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Game title |
Version |
Latest Report |
Message |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-20 |
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 r7p0-00rel1 [Revision 96995].
01f10444:00050b00 HWX T N TexProjUV UVMtx 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
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f10444:00050b00 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-18 |
Unusual bezier/spline vtype: 12f10207, morph: 4, bones: 5 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-18 |
Unknown GE command : ef120207 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-17 |
WriteToHardware: Invalid address 00000448 near PC 089fa7f4 LR 089fa7f4 |
Call of Duty : Roads to Victory™ |
v1.11.3 |
2024-09-16 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-14 |
WriteToHardware: Invalid address 1ae5eef0 near PC 08834afc LR 088ae4b4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-14 |
ReadFromHardware: Invalid address 1ae5eef0 near PC 08834a74 LR 088ae4b4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2 |
Call of Duty : Roads to Victory™ |
v1.11.3 |
2024-09-02 |
Jump to invalid address: 0511a540 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-01 |
WriteToHardware: Invalid address 00000158 near PC 08a29ce0 LR 08a29ce0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-30 |
WriteToHardware: Invalid address 0000015c near PC 0899e9b8 LR 0899e994 |
Call of Duty : Roads to Victory™ |
v1.8.0 |
2024-08-30 |
sceGeBreak(mode=1, unknown=09ffd5e0): unknown ptr (valid) |
Call of Duty : Roads to Victory™ |
v1.8.0 |
2024-08-30 |
FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000 |
Call of Duty : Roads to Victory™ |
v1.8.0 |
2024-08-30 |
Could not setup streams, unexpected stream count: 61637 |
Call of Duty : Roads to Victory™ |
v1.8.0 |
2024-08-30 |
Unexpected mpeg first timestamp: 2c9ff09f8f9 / 3066590525689 |
Call of Duty : Roads to Victory™ |
v1.8.0 |
2024-08-30 |
Render to texture using CLUT with different strides 256 != 128 |
Call of Duty : Roads to Victory™ |
v1.8.0 |
2024-08-30 |
sceGeBreak(mode=1, unknown=09ffd550): unknown ptr (valid) |
Call of Duty : Roads to Victory™ |
v1.8.0 |
2024-08-30 |
Render to area containing texture at 040d4000 +0x128 |
Call of Duty : Roads to Victory™ |
v1.8.0 |
2024-08-30 |
Render to texture with incompatible formats 5 != 1 at 040d4000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-27 |
Unknown GetPointer ffff4008 PC 08a212a4 LR 08a212b8 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-27 |
Unknown GetPointerWrite ffff4008 PC 08a212a4 LR 08a212b8 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-24 |
WriteToHardware: Invalid address 0000015c near PC 089b2170 LR 089b2170 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2 |
Call of Duty : Roads to Victory™ |
v1.16.6 |
2024-08-13 |
__KernelStopThread: thread 406 does not exist (helper deleted) |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-11 |
WriteToHardware: Invalid address 00000448 near PC 08abfb34 LR 08ac0fe4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
An uneaten prefix at end of block: 09f6bac0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in JumpReg delay slot at 09f6babc in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 07daeb00 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 022284f0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 02228350 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 07022000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6ba4c in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 02228d20 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 020341e0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6ba40 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 02229510 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6ba3c in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 0222a570 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 027536a0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6ba08 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6ba04 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6ba00 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 026ecee0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 026ee0a0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 07dae71c |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 07dae0c0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 02047fe0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6b7b0 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 02753720 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 020419d0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6b7a0 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 0275371c |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
MIPSCompileOp: Invalid instruction 00000078 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 07dae9e0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6b788 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 07dae0e0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 07dadff0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6b77c in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 02029aa0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6b768 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 02026790 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6b764 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 027115d0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 0204f660 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6b754 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 02710ac0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Branch in Jump delay slot at 09f6b750 in block starting at 09f62000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
Jump to invalid address: 02880000 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
MIPSCompileOp: Invalid instruction 00000968 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-08 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f949b0, 00000002) |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-08-04 |
WriteToHardware: Invalid address 000003e4 near PC 08a54838 LR 08a54814 |
Call of Duty : Roads to Victory™ |
v1.9.4 |
2024-08-04 |
MIPSCompileOp: Invalid instruction 407d086b |
Call of Duty : Roads to Victory™ |
v1.9.4 |
2024-08-04 |
MIPSCompileOp: Invalid instruction 403a75ee |
Call of Duty : Roads to Victory™ |
v1.9.4 |
2024-08-04 |
MIPSCompileOp: Invalid instruction 402a8400 |
Call of Duty : Roads to Victory™ |
v1.9.4 |
2024-08-04 |
MIPSCompileOp: Invalid instruction 633e85c2 |
Call of Duty : Roads to Victory™ |
v1.9.4 |
2024-08-04 |
MIPSCompileOp: Invalid instruction 4040f800 |
Call of Duty : Roads to Victory™ |
v1.9.4 |
2024-08-04 |
Jump to invalid address: 0675a190 |
Call of Duty : Roads to Victory™ |
v1.9.4 |
2024-08-04 |
MIPSCompileOp: Invalid instruction 041c0000 |
Call of Duty : Roads to Victory™ |
v1.9.4 |
2024-08-01 |
Unknown GetPointer 00000000 PC 0884d5a0 LR 0884d7c4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-29 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-28 |
Unknown GetPointerWrite 6a30d0e8 PC 08a47b90 LR 0898d3a0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-27 |
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 r8p0-00dev0 [Revision 96995].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
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 lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-26 |
WriteToHardware: Invalid address 00000140 near PC 08a11864 LR 08a115c4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-23 |
__KernelStopThread: thread 366 does not exist (ApctlThread deleted) |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-23 |
__KernelStopThread: thread 366 does not exist (ApctlThread stopped) |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-21 |
WriteToHardware: Invalid address 0000015c near PC 08abfd58 LR 08abfd58 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-21 |
WriteToHardware: Invalid address 0000015c near PC 08a3c394 LR 08a3bf08 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-16 |
WriteToHardware: Invalid address 000003e4 near PC 08a1187c LR 08a115c4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-16 |
WriteToHardware: Invalid address 000003e4 near PC 08ac0f40 LR 08abf9a4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-15 |
80000107=sceDisplaySetFrameBuf(44000000, 512, 0, 0): must change latched framebuf first |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-15 |
Could not setup streams, unexpected stream count: 35208 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-15 |
Unexpected mpeg first timestamp: 30000000000 / 3298534883328 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=-80, data=0, text=0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-11 |
Failed decrypting the PRX (ret = -4, size = 3227152, psp_size = 3227488)! |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-10 |
sceKernelLoadModule: unsupported options size=00000014, flags=0892b22c, pos=0, access=1, data=2, text=2 |
Call of Duty : Roads to Victory™ |
v1.17 |
2024-07-10 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r2p1_05rel0 [Revision 96995].
01f14444:00000b20 HWX T N 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
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14444:00000b20 HWX T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.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;
float projZ = (projPos.z - u_depthRange.z) * u_de |
Call of Duty : Roads to Victory™ |
v1.9.0 |
2024-07-08 |
Unknown GetPointer 00000000 PC 0881b10c LR 0881b10c |
Call of Duty : Roads to Victory™ |
v1.17.3 |
2024-07-07 |
Jump to invalid address: 03a533e0 |
Call of Duty : Roads to Victory™ |
v1.9.2 |
2024-07-07 |
ReadFromHardware: Invalid address 97bdef97 near PC 97bdef97 LR 97bdef97 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-06 |
WriteToHardware: Invalid address 000003e4 near PC 08aab4fc LR 089c01cc |