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Game title |
Version |
Latest Report |
Message |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-21 |
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].
03f10444:41c00b00 HWX T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 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))
// 03f10444:41c00b00 HWX T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1
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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
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 = normalizeOr001(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);
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 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-21 |
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].
03710044:40c50b00 HWX T N TexProjUV UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1 WScale 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))
// 03710044:40c50b00 HWX T N TexProjUV UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1 WScale 1
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 mediump mat4 u_texmtx;
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 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() {
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 = normalizeOr001(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);
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * 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™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00273139 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00232d35 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 002b3445 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 0028323e |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00273445 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00373c3c |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00222e3b |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00101a28 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00171f28 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00202a35 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 0033383d |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 000f141e |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 002d3335 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 002b343c |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 0010151f |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 000c0f15 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00252f37 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 002d343d |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00212f41 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 001c2a3d |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-19 |
MIPSCompileOp: Invalid instruction 00192638 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2025-01-13 |
WriteToHardware: Invalid address 000003e4 near PC 08a36428 LR 089fa778 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-09 |
WriteToHardware: Invalid address 00000140 near PC 08a29e40 LR 08a29a64 |
Call of Duty : Roads to Victory™ |
v1.18.1-421-gb608257b46 |
2025-01-04 |
WriteToHardware: Invalid address 000003e4 near PC 08a1a4e0 LR 08a1a8cc |
Call of Duty : Roads to Victory™ |
v1.18.1-38-g2daca0fedf |
2025-01-03 |
WriteToHardware: Invalid address 0000020c near PC 08a3705c LR 08abef14 |
Call of Duty : Roads to Victory™ |
v1.17.1-334-g1786a4ddb |
2025-01-02 |
80630006=sceAtracSetData(1, 08b4e4c0, 00008000): multiple fmt definitions |
Call of Duty : Roads to Victory™ |
v1.17.1-334-g1786a4ddb |
2025-01-02 |
80630006=sceAtracSetData(0, 08b2e440, 00008000): multiple fmt definitions |
Call of Duty : Roads to Victory™ |
v1.9.4 |
2025-01-01 |
WriteToHardware: Invalid address 0000020c near PC 0897fc14 LR 0897fab8 |
Call of Duty : Roads to Victory™ |
v1.13 |
2024-12-26 |
sceKernelCreateThread(name=PGE Support): unsupported attributes 00001006 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-24 |
WriteToHardware: Invalid address 000003e4 near PC 08a44198 LR 08a3fc70 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-24 |
WriteToHardware: Invalid address 000003e4 near PC 08a22650 LR 08a22558 |
Call of Duty : Roads to Victory™ |
v1.18.1-12-g1124be79f8 |
2024-12-19 |
WriteToHardware: Invalid address 00000148 near PC 08a220dc LR 08a17240 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-10 |
Jump to invalid address: 034542c0 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-10 |
MIPSCompileOp: Invalid instruction 001a143a |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-10 |
Jump to invalid address: 03032ac0 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-10 |
Jump to invalid address: 03054540 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-10 |
Jump to invalid address: 0304e140 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-10 |
Jump to invalid address: 03006040 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-26 |
Branch in branch delay slot at 088ba825 with different target |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-09 |
MIPSCompileOp: Invalid instruction 006802ce |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-26 |
MIPSCompileOp: Invalid instruction 7c6802d1 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-26 |
Branch in RSRTComp delay slot at 088ba821 in block starting at 088ba7fd |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-04 |
WriteToHardware: Invalid address 000003e4 near PC 08a0b9a4 LR 08a02918 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-12-02 |
WriteToHardware: Invalid address 000003e4 near PC 08981620 LR 0892b19c |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-28 |
__KernelStopThread: thread 577 does not exist (ApctlThread deleted) |
Call of Duty : Roads to Victory™ |
v1.16.6 |
2024-11-27 |
WriteToHardware: Invalid address 00000158 near PC 08a47de8 LR 08a7677c |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-11-26 |
WriteToHardware: Invalid address 000003e4 near PC 08a119b4 LR 08a115c4 |
Call of Duty : Roads to Victory™ |
v1.12.3 |
2024-11-24 |
sceKernelCreateThread(name=VramExt): unsupported attributes 00001006 |
Call of Duty : Roads to Victory™ |
v1.12.3 |
2024-11-24 |
Unimplemented HLE function printf |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-11-17 |
WriteToHardware: Invalid address 0000020c near PC 08a113c8 LR 08a114bc |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-11-16 |
Unknown GetPointerWrite 83281d20 PC 00000000 LR 00000000 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-11-16 |
WriteToHardware: Invalid address 83281d30 near PC 00000000 LR 00000000 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-11-16 |
WriteToHardware: Invalid address 83680d00 near PC 00000000 LR 00000000 |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-11-13 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [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-470 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™ |
v1.10.2 |
2024-11-12 |
80630007=sceAtracSetData(2, 08d4b180, 000062d0): atracID uses different codec type than data |
Call of Duty : Roads to Victory™ |
v1.18.1 |
2024-11-09 |
WriteToHardware: Invalid address 000003e4 near PC 08a48780 LR 08929c80 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-06 |
WriteToHardware: Invalid address 0000020c near PC 08a113f4 LR 08a113f4 |
Call of Duty : Roads to Victory™ |
v1.12.2 |
2024-11-03 |
__KernelStopThread: thread 316 does not exist |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-10-31 |
ReadFromHardware: Invalid address 00000028 near PC 088e5f70 LR 088e4da0 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-10-31 |
ReadFromHardware: Invalid address 000009e0 near PC 088e5f48 LR 088e4da0 |
Call of Duty : Roads to Victory™ |
v1.10.3 |
2024-10-28 |
Invalid address for syscall stub (invalidname) 50f0c1ec |
Call of Duty : Roads to Victory™ |
v1.10.3 |
2024-10-28 |
Invalid address for syscall stub (invalidname) 2e0911aa |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-10-25 |
WriteToHardware: Invalid address 00000140 near PC 08ac0260 LR 089b46ec |
Call of Duty : Roads to Victory™ |
v1.6.3 |
2024-10-22 |
WriteToHardware: Invalid address 0000020c near PC 08a441a8 LR 08a3fc70 |
Call of Duty : Roads to Victory™ |
v1.7.4 |
2024-10-16 |
WriteToHardware: Invalid address 000003e4 near PC 08a118b8 LR 08a118b4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-10-14 |
WriteToHardware: Invalid address 0000020c near PC 0899d5dc LR 08979520 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-10-13 |
__KernelStopThread: thread 348 does not exist (ApctlThread deleted) |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-10-12 |
sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid) |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-10-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=088273f0, pos=0, access=1, data=1, text=1 |
Call of Duty : Roads to Victory™ |
v1.7.4 |
2024-10-03 |
WriteToHardware: Invalid address 0000020c near PC 08a6b164 LR 08a6b158 |
Call of Duty : Roads to Victory™ |
v1.8.0 |
2024-10-01 |
sceGeBreak(mode=1, unknown=09ffd560): unknown ptr (valid) |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-27 |
WriteToHardware: Invalid address 000003e4 near PC 089817f8 LR 089817b4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-24 |
WriteToHardware: Invalid address 0000015c near PC 08a47cc8 LR 089fa2b4 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-23 |
WriteToHardware: Invalid address 00000078 near PC 08acba4c LR 09551a00 |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-09-23 |
__KernelStopThread: thread 418 does not exist (ApctlThread deleted) |
Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-10-05 |
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 |