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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