Recent logs - Call of Duty : Roads to Victory™

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Game title Version Latest Report Message
Call of Duty : Roads to Victory™ v1.9.4 2020-10-30 Branch in RSZeroComp delay slot at 08890223 in block starting at 08890217
Call of Duty : Roads to Victory™ v1.9.4 2020-10-30 Branch in RSZeroComp delay slot at 08890237 in block starting at 0889022b
Call of Duty : Roads to Victory™ v1.9.4 2020-10-30 WriteToHardware: Invalid address 0000020c near PC 08acae88 LR 08acae1c
Call of Duty : Roads to Victory™ v1.9.4 2020-10-29 WriteToHardware: Invalid address 000003e4 near PC 08ab13b0 LR 089c2370
Call of Duty : Roads to Victory™ v1.10.3 2020-10-27 WriteToHardware: Invalid address 0000020c near PC 08a37048 LR 08abef14
Call of Duty : Roads to Victory™ v1.10.3-1005-gdcec4d1bb 2020-10-26 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Call of Duty : Roads to Victory™ v1.10.3-1005-gdcec4d1bb 2020-10-26 FBO created from existing depthbuffer as color, 04110000/00000000 and 0415c000/04110000
Call of Duty : Roads to Victory™ v1.10.3-1005-gdcec4d1bb 2020-10-26 FBO created from existing depthbuffer as color, 04110000/00000000 and 0415a000/04110000
Call of Duty : Roads to Victory™ v1.10.3-1005-gdcec4d1bb 2020-10-26 FBO created from existing depthbuffer as color, 04110000/00000000 and 04158000/04110000
Call of Duty : Roads to Victory™ v1.10.3 2020-10-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147002140
Call of Duty : Roads to Victory™ v1.10.3 2020-10-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146993220
Call of Duty : Roads to Victory™ v1.10.3 2020-10-25 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 166232480
Call of Duty : Roads to Victory™ v1.10.3 2020-10-25 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 158723776
Call of Duty : Roads to Victory™ v1.10.3 2020-10-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
Call of Duty : Roads to Victory™ v1.10.3 2020-10-21 sceGeBreak(mode=0, unknown=09fff3f0): unknown ptr (valid)
Call of Duty : Roads to Victory™ v1.9.4 2020-10-20 ReadFromHardware: Invalid address 8dbcef8c near PC 8dbcef8c LR 8dbcef8c
Call of Duty : Roads to Victory™ v1.10.3 2020-10-20 Bottom-right corner of source of block transfer is at an invalid address: 0480fe70
Call of Duty : Roads to Victory™ v1.10.3 2020-10-20 Bottom-right corner of source of block transfer is at an invalid address: 0480fe72
Call of Duty : Roads to Victory™ v1.10.3 2020-10-20 Bottom-right corner of source of block transfer is at an invalid address: 0480fe74
Call of Duty : Roads to Victory™ v1.10.3 2020-10-20 Bottom-right corner of source of block transfer is at an invalid address: 0480fe76
Call of Duty : Roads to Victory™ v1.10.3 2020-10-20 Bottom-right corner of source of block transfer is at an invalid address: 0480fe7a
Call of Duty : Roads to Victory™ v1.10.3 2020-10-20 Bottom-right corner of source of block transfer is at an invalid address: 0480fe78
Call of Duty : Roads to Victory™ v1.10.3 2020-10-19 sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.10.3 2020-10-19 sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-10-18 Render to area containing texture at 04161800 +128x0
Call of Duty : Roads to Victory™ v1.10.3 2020-10-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352
Call of Duty : Roads to Victory™ v1.10.3 2020-10-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907468
Call of Duty : Roads to Victory™ v1.10.3 2020-10-22 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632
Call of Duty : Roads to Victory™ v1.10.3 2020-10-22 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316544
Call of Duty : Roads to Victory™ v1.10.3 2020-10-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
Call of Duty : Roads to Victory™ v1.10.3 2020-10-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
Call of Duty : Roads to Victory™ v1.10.3 2020-10-22 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.10.3 2020-10-22 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228644, firstSym=082284c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228654, firstSym=082284e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228658, firstSym=082284e8, varData=00000000, extra=00000000
Call of Duty : Roads to Victory™ v1.10.3 2020-10-22 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.10.3 2020-10-16 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160
Call of Duty : Roads to Victory™ v1.10.3 2020-10-16 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 147069000
Call of Duty : Roads to Victory™ v1.10.3 2020-10-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146129136
Call of Duty : Roads to Victory™ v1.10.3 2020-10-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146120776
Call of Duty : Roads to Victory™ v1.10.3 2020-10-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 5177420
Call of Duty : Roads to Victory™ v1.10.3 2020-10-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143597400
Call of Duty : Roads to Victory™ v1.10.3 2020-10-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148439040
Call of Duty : Roads to Victory™ v1.10.3 2020-10-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146538036
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146720128
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 4259907
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598036
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148111360
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167444480
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145463692
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146507860
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.4-2-g648bc5d 2020-10-14 WriteToHardware: Invalid address 0000015c near PC 08a44a20 LR 08a3ffe8
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488
Call of Duty : Roads to Victory™ v1.10.3 2020-10-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145224280
Call of Duty : Roads to Victory™ v1.9.0 2020-10-09 ReadFromHardware: Invalid address 87bdef95 near PC 87bdef95 LR 87bdef95
Call of Duty : Roads to Victory™ v1.10.3 2020-10-08 80020001=sceKernelCreateMutex(): invalid name
Call of Duty : Roads to Victory™ v1.10.3 2020-10-08 Unknown GetPointer 00000000 PC 0895bf74 LR 0895bf74
Call of Duty : Roads to Victory™ v1.10.3 2020-10-08 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
Call of Duty : Roads to Victory™ v1.10.3 2020-10-08 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 r4p0-00rel0 [Revision 96995]. 03f10044:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.10.3 2020-10-08 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 r4p0-00rel0 [Revision 96995]. 03f10044:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 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 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 vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.10.3 2020-10-07 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 r9p0-01rel0 [Revision 96995]. 03f10444:41800b14 HWX T N Fog Tex Bones:7 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 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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_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 ||
Call of Duty : Roads to Victory™ v1.10.3 2020-10-07 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 r9p0-01rel0 [Revision 96995]. 03f10444:40c00b14 HWX T N Fog Tex Bones:4 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 precision highp float; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w);
Call of Duty : Roads to Victory™ v1.10.3 2020-10-07 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.10.3 2020-10-04 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
Call of Duty : Roads to Victory™ v1.10.3 2020-10-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776
Call of Duty : Roads to Victory™ v1.10.3 2020-10-01 Unknown GetPointer 00000000 PC 08997d80 LR 08000030
Call of Duty : Roads to Victory™ v1.10.3 2020-09-30 Render to texture using CLUT with different strides 512 != 64
Call of Duty : Roads to Victory™ v1.10.3 2020-09-27 Ignoring func export scePsmfPlayer/235d8787, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-09-26 D3D error in shader compilation: info: C:\Users\FAMILIA DUARTE\Desktop\[email protected](79,16-57): error X4505: maximum temp register index exceeded C:\Users\FAMILIA DUARTE\Desktop\[email protected](79,12-71): error X4505: maximum temp register index exceeded / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightspecular0 : register(c44); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightspecular1 : register(c45); float3 u_lightpos2 : register(c26); float3 u_lightatt2 : register(c34); float3 u_lightdir2 : register(c30); float4 u_lightangle_spotCoef2 : register(c38); float3 u_lightambient2 : register(c50); float3 u_lightdiffuse2 : register(c42); float3 u_lightspecular2 : register(c46); float3 u_lightpos3 : register(c27); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float3 u_lightspecular3 : register(c47); float4 u_ambient : register(c19); float3 u_matdiffuse : register(c21); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0); float3 lightSum1 = 0; float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal)
Call of Duty : Roads to Victory™ v1.10.3 2020-09-26 D3D error in shader compilation: info: C:\Users\FAMILIA DUARTE\Desktop\[email protected](75,16-57): error X4505: maximum temp register index exceeded C:\Users\FAMILIA DUARTE\Desktop\[email protected](75,12-71): error X4505: maximum temp register index exceeded / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightspecular0 : register(c44); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightspecular1 : register(c45); float3 u_lightpos2 : register(c26); float3 u_lightatt2 : register(c34); float3 u_lightdir2 : register(c30); float4 u_lightangle_spotCoef2 : register(c38); float3 u_lightambient2 : register(c50); float3 u_lightdiffuse2 : register(c42); float3 u_lightspecular2 : register(c46); float4 u_ambient : register(c19); float3 u_matdiffuse : register(c21); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0); float3 lightSum1 = 0; float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSu
Call of Duty : Roads to Victory™ v1.10.3-622-g3d5bac582 2020-09-23 __KernelStopThread: thread 297 does not exist
Call of Duty : Roads to Victory™ v1.10.3 2020-09-22 FBO using existing buffer as depthbuffer, 04154000/04110000 and 04110000/04110000
Call of Duty : Roads to Victory™ v1.10.3 2020-09-22 Render to texture with different strides 512 != 256
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/f8ef08a6, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/f3efaa91, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/e792cd94, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/df089680, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/b9848a74, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/b8d10c56, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/a72db4f9, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/a3d81169, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/a0b8ca55, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/9ff2b2e7, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/9b71a274, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/95a84ee5, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/8a9ebdcd, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/85461eff, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/76c0f4ae, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/75f03fa2, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/68f07175, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/58b83577, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/46f61f8b, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/3ed62233, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/3ea82a4b, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/3d6d25a9, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-10-31 Ignoring func export scePsmfPlayer/2d0e4e0a, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-09-27 Ignoring func export scePsmfPlayer/2beb1569, already implemented in HLE.
Call of Duty : Roads to Victory™ v1.10.3 2020-09-22 WriteToHardware: Invalid address 000003e4 near PC 08a110c0 LR 08a113c0
Call of Duty : Roads to Victory™ v1.10.3-601-ga817a6038 2020-09-22 __KernelStopThread: thread 413 does not exist
Call of Duty : Roads to Victory™ v1.10.3 2020-09-19 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2