Recent logs - Call of Duty : Roads to Victory™

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Game title Version Latest Report Message
Call of Duty : Roads to Victory™ v1.17.1 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
Call of Duty : Roads to Victory™ v1.17.1 2024-07-05 WriteToHardware: Invalid address 000003e4 near PC 08a43b14 LR 08a3fc20
Call of Duty : Roads to Victory™ v1.17.1 2024-06-21 WriteToHardware: Invalid address 000003e4 near PC 08a47de4 LR 08a76518
Call of Duty : Roads to Victory™ v1.17.1 2024-06-20 __KernelStopThread: thread 522 does not exist (ApctlThread stopped)
Call of Duty : Roads to Victory™ v1.17.1 2024-06-19 sceKernelVolatileMemUnlock(0) FAILED - not locked
Call of Duty : Roads to Victory™ v1.17.1 2024-06-19 DL PC = 00000000 WTF!!!!
Call of Duty : Roads to Victory™ v1.16.4 2024-06-17 Failed decrypting the PRX (ret = -1, size = 4283605, psp_size = 4283952)!
Call of Duty : Roads to Victory™ v1.17.1 2024-06-14 UNTESTED sceNetAdhocPollSocket(09fff4bc, 1, 0, 1) at 08a63f20
Call of Duty : Roads to Victory™ v1.17.1 2024-06-14 sceNetAdhocMatchingInit(32768) at 08a587d0
Call of Duty : Roads to Victory™ v1.17.1-669-gd298c6f6f5 2024-06-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Call of Duty : Roads to Victory™ v1.17.1-669-gd298c6f6f5 2024-06-21 sceKernelRegisterSubIntrHandler(30, 1, 08893958, 00000000): duplicate handler
Call of Duty : Roads to Victory™ v1.17.1 2024-06-06 WriteToHardware: Invalid address 00002e64 near PC 08000000 LR 08000000
Call of Duty : Roads to Victory™ v1.17.1 2024-06-04 WriteToHardware: Invalid address 00000448 near PC 08a19fe8 LR 08a29850
Call of Duty : Roads to Victory™ v1.10.3 2024-06-01 WriteToHardware: Invalid address 000003e4 near PC 08a1b998 LR 08a1b974
Call of Duty : Roads to Victory™ v1.17.1-491-g9cdd97c13b 2024-05-28 Could not setup streams, unexpected stream count: 7168
Call of Duty : Roads to Victory™ v1.17.1-491-g9cdd97c13b 2024-05-28 Unexpected mpeg first timestamp: 5000000600 / 343597385216
Call of Duty : Roads to Victory™ v1.9.4 2024-05-25 WriteToHardware: Invalid address 0000015c near PC 08a11408 LR 08a113f4
Call of Duty : Roads to Victory™ v1.9.4 2024-05-25 WriteToHardware: Invalid address 0000015c near PC 08a0e700 LR 08a21340
Call of Duty : Roads to Victory™ v1.9.0 2024-05-19 WriteToHardware: Invalid address 5358fecc near PC 08000000 LR 08000000
Call of Duty : Roads to Victory™ v1.9.0 2024-05-19 ReadFromHardware: Invalid address 00002014 near PC 08000000 LR 08000000
Call of Duty : Roads to Victory™ v1.16.6 2024-05-17 __KernelStopThread: thread 595 does not exist (helper deleted)
Call of Duty : Roads to Victory™ v1.17.1-669-gd298c6f6f5 2024-06-24 80630006=sceAtracSetData(1, 08b2e440, 00008000): multiple fmt definitions
Call of Duty : Roads to Victory™ v1.17.1-669-gd298c6f6f5 2024-06-24 80630006=sceAtracSetData(0, 08b4e4c0, 00008000): multiple fmt definitions
Call of Duty : Roads to Victory™ v1.14.4 2024-05-15 __KernelStopThread: thread 448 does not exist (ApctlThread deleted)
Call of Duty : Roads to Victory™ v1.10.2 2024-05-13 Render to texture with different strides 128 != 192
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 0027313a
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 002a333c
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 0027313c
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 000e1829
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 001f2d3c
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 001f2b38
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 00212d37
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 001f2329
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 0034393a
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 002f363c
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 002c343a
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 00232629
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 00080d15
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 00152337
Call of Duty : Roads to Victory™ v1.17.1 2024-05-09 MIPSCompileOp: Invalid instruction 001b2a3d
Call of Duty : Roads to Victory™ v1.17.1 2024-05-08 Jump to invalid address: 04c57500
Call of Duty : Roads to Victory™ v1.17.1 2024-05-08 Branch in Jump delay slot at 09ff6644 in block starting at 09ff6644
Call of Duty : Roads to Victory™ v1.17.1 2024-05-08 Jump to invalid address: 02eb4340
Call of Duty : Roads to Victory™ v1.17.1 2024-05-08 MIPSCompileOp: Invalid instruction 70370003
Call of Duty : Roads to Victory™ v1.17.1 2024-05-08 MIPSCompileOp: Invalid instruction 02a029bc
Call of Duty : Roads to Victory™ v1.17.1 2024-05-05 sceGeBreak(mode=1, unknown=09f9af80): unknown ptr (valid)
Call of Duty : Roads to Victory™ v1.17.1 2024-04-29 80630007=sceAtracSetData(2, 08bd5600, 00002a60): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.17.1 2024-04-29 80630007=sceAtracSetData(2, 08bd5600, 00002b20): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.17.1 2024-04-29 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.17.1 2024-04-29 80630007=sceAtracSetData(2, 08bd5600, 00006000): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.10.3 2024-04-28 WriteToHardware: Invalid address 000003e4 near PC 08a11864 LR 08a115c4
Call of Duty : Roads to Victory™ v1.16.6 2024-04-24 Branch in Jump delay slot at 08c94318 in block starting at 08c94318
Call of Duty : Roads to Victory™ v1.16.6 2024-04-24 Jump to invalid address: 03250c40
Call of Duty : Roads to Victory™ v1.17.1 2024-07-12 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data
Call of Duty : Roads to Victory™ v1.17.1 2024-04-20 WriteToHardware: Invalid address 00000154 near PC 08a11374 LR 08a113f4
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 00263039
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 0027313e
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 0029323a
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 00242e37
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 00212d3a
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 001e2935
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 00192229
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 00222c35
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 002c3235
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 00373b3b
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 0032383d
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 002c343d
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 002b333b
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 00222528
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 00090d14
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 00172538
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MIPSCompileOp: Invalid instruction 001a293d
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 MFIC instruction hit (70020024) at 089ad2cc
Call of Duty : Roads to Victory™ v1.17.1 2024-04-17 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
Call of Duty : Roads to Victory™ v1.17.1 2024-04-14 __KernelStopThread: thread 2581 does not exist (ApctlThread deleted)
Call of Duty : Roads to Victory™ v1.17.1 2024-04-11 WriteToHardware: Invalid address 000003e4 near PC 08a3b044 LR 08a3b004
Call of Duty : Roads to Victory™ v1.16.5 2024-04-09 __KernelStopThread: thread 305 does not exist (helper deleted)
Call of Duty : Roads to Victory™ v1.17.1 2024-04-07 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]. 03f10444:41c00b00 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™ v1.16.6 2024-04-05 Jump to invalid address: 009ef400
Call of Duty : Roads to Victory™ v1.17.1 2024-04-03 WriteToHardware: Invalid address 000003e4 near PC 08a3c0e8 LR 08a3bf08
Call of Duty : Roads to Victory™ v1.17.1 2024-04-03 WriteToHardware: Invalid address 000003e4 near PC 08a11a04 LR 08a115c4
Call of Duty : Roads to Victory™ v1.17.1 2024-04-01 WriteToHardware: Invalid address 000003e4 near PC 08a360bc LR 08a2ac00
Call of Duty : Roads to Victory™ v1.17.1 2024-03-28 WriteToHardware: Invalid address 000003e4 near PC 08a113ec LR 08a113c0
Call of Duty : Roads to Victory™ v1.17.1 2024-03-26 WriteToHardware: Invalid address 000003e4 near PC 08a47df0 LR 08a7677c
Call of Duty : Roads to Victory™ v1.9.4 2024-03-23 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 r8p0-01rel0 [Revision 96995]. 01f14444:00050b54 HWX T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; 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 mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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™ v1.17.1 2024-03-20 WriteToHardware: Invalid address 00000448 near PC 0892303c LR 08923114
Call of Duty : Roads to Victory™ v1.17.1 2024-03-19 WriteToHardware: Invalid address 0000015c near PC 08a377e4 LR 08a37670
Call of Duty : Roads to Victory™ v1.16.6 2024-03-12 sceKernelLoadModule: unsupported options size=00000014, flags=08a0dc94, pos=0, access=1, data=1, text=1