Recent logs - Prince of Persia® Rival Swords

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Game title Version Latest Report Message
Prince of Persia® Rival Swords v1.9.4 2019-11-12 Unknown GE command : 34023210
Prince of Persia® Rival Swords v1.9.4 2019-11-12 Unknown GE command : 4fed1cd5
Prince of Persia® Rival Swords v1.7.4 2019-11-12 80630006=sceAtracSetDataAndGetID(09af0100, 00000800): invalid RIFF header
Prince of Persia® Rival Swords v1.9.2 2019-11-11 Unknown GE command : 5ac8e1a0
Prince of Persia® Rival Swords v1.9.3 2019-11-08 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen
Prince of Persia® Rival Swords v1.9.4 2019-11-05 Render to texture using CLUT with different strides 512 != 1200
Prince of Persia® Rival Swords v1.9.4 2019-11-05 Unknown GE command : d164062e
Prince of Persia® Rival Swords v1.9.4 2019-11-01 BJUMP to illegal address 01ea4a98 - ignoring! data=ea4a98
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-10-30 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01000000:00000910 HWX T Tex Light: (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-10-30 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01030000:00000b10 HWX T N Tex Light: MatUp:3 (failed) #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 vec4 u_uvscaleoffset; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-10-30 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00800002 Tex 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01100004:00000b10 HWX T N Tex Light: 0: c:0 t:1 (failed) #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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-10-30 Error in shader compilation: info: 0:28: L0001: Expected token ')', found 'identifier' 01000000:00000910 HWX T Tex Light: #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-10-30 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01730000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 (failed) #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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-10-30 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01730000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 (failed) #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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-10-30 Error in shader compilation: info: 0:52: L0001: Expected token ')', found 'identifier' 01730000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-10-30 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01730440:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 MatUp:3 (failed) #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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Prince of Persia® Rival Swords v1.9.4 2019-10-26 WriteToHardware: Invalid address 000004b0 near PC 08c34268 LR 08c34268
Prince of Persia® Rival Swords v1.9.3-106-g86de0a49f 2019-10-26 Unimplemented HLE function sceNetApctlScanSSID2
Prince of Persia® Rival Swords v1.9.3-106-g86de0a49f 2019-10-26 Unimplemented HLE function sceNetResolverTerm
Prince of Persia® Rival Swords v1.9.3 2019-10-15 BlockTransfer: Bad source transfer address 5e505240!
Prince of Persia® Rival Swords v1.9.3 2019-10-15 Bad bounding box data: 7d8173
Prince of Persia® Rival Swords v1.9.3 2019-10-15 Unknown GE command : d165665a
Prince of Persia® Rival Swords v1.9.3 2019-10-12 BJUMP to illegal address 00091508 - ignoring! data=091509
Prince of Persia® Rival Swords v1.8.0 2019-09-27 Bad bounding box data: e50061
Prince of Persia® Rival Swords v1.8.0 2019-09-15 Unknown GE command : ef68917f
Prince of Persia® Rival Swords v1.8.0 2019-09-15 Unsupported alpha/stencil mask: d9
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-08-30 Unknown GE command : fe222e10
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-08-30 BJUMP to illegal address 03c09ff0 - ignoring! data=c09ff0
Prince of Persia® Rival Swords v1.8.0 2019-08-29 Unknown GE command : 29bb3c47
Prince of Persia® Rival Swords v1.8.0 2019-08-29 VTYPE with morph used: THRU=0 TC=3 COL=4 POS=3 NRM=2 WT=0 NW=6 IDX=0 MC=3
Prince of Persia® Rival Swords v1.8.0 2019-08-27 Unknown GE command : 34334969
Prince of Persia® Rival Swords v1.8.0 2019-08-17 Bad bounding box data: d50df7
Prince of Persia® Rival Swords v1.8.0 2019-08-17 BlockTransfer: Bad source transfer address 6e000000!
Prince of Persia® Rival Swords v1.8.0 2019-08-17 Unknown GE command : 0deee142
Prince of Persia® Rival Swords v1.6.3 2019-08-16 Vertices without position found: (00de2e2d) P: s8 N: s8 C: ? T: u8 W: f (1x) I: u8 Morph: 8 (through) (size: 64)
Prince of Persia® Rival Swords v1.6.3 2019-08-16 VTYPE with morph used: THRU=1 TC=1 COL=3 POS=0 NRM=1 WT=3 NW=1 IDX=1 MC=8
Prince of Persia® Rival Swords v1.6.3 2019-08-16 Unknown GE command : ef0e230e
Prince of Persia® Rival Swords v1.6.3 2019-08-16 Vertices without position found: (00e21e30) P: s8 N: s8 C: 565 W: f (1x) I: ? (through) (size: 12)
Prince of Persia® Rival Swords v1.6.3 2019-08-16 BlockTransfer: Bad source transfer address 004fefd0!
Prince of Persia® Rival Swords v1.6.3 2019-08-16 Render to texture with incompatible formats 7 != 1 at 04000000
Prince of Persia® Rival Swords v1.6.3 2019-08-16 BlockTransfer: Bad source transfer address 0026aa80!
Prince of Persia® Rival Swords v1.6.3 2019-08-16 Render to texture using CLUT with different strides 512 != 1012
Prince of Persia® Rival Swords v1.6.3 2019-08-16 Unknown GE command : 3458fcd7
Prince of Persia® Rival Swords v1.8.0 2019-08-15 Unknown GetPointer 00000008 PC 0881bb28 LR 0881bb3c
Prince of Persia® Rival Swords v1.8.0 2019-08-15 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08c32888
Prince of Persia® Rival Swords v1.8.0 2019-08-10 WriteToHardware: Invalid address 000004b0 near PC 08b06fac LR 08b06ec4
Prince of Persia® Rival Swords v1.8.0 2019-08-08 Unknown GE command : 1155641f
Prince of Persia® Rival Swords v1.8.0 2019-08-05 80630006=sceAtracSetDataAndGetID(099c6980, 00000800): invalid RIFF header
Prince of Persia® Rival Swords v1.8.0 2019-08-05 80630006=sceAtracSetDataAndGetID(09b08fc0, 00000800): invalid RIFF header
Prince of Persia® Rival Swords v1.8.0 2019-08-05 80630006=sceAtracSetDataAndGetID(09717280, 00000800): invalid RIFF header
Prince of Persia® Rival Swords v1.8.0 2019-08-05 Unknown GetPointer 00000000 PC 08bb7988 LR 08bb7988
Prince of Persia® Rival Swords v1.8.0 2019-08-03 Unknown GE command : 4e6e8376
Prince of Persia® Rival Swords v1.8.0 2019-08-02 80630006=sceAtracSetDataAndGetID(09cc3e40, 00000800): invalid RIFF header
Prince of Persia® Rival Swords v1.8.0 2019-08-02 80630006=sceAtracSetDataAndGetID(09ad0680, 00000800): invalid RIFF header
Prince of Persia® Rival Swords v1.8.0 2019-08-02 80630006=sceAtracSetDataAndGetID(09acf640, 00000800): invalid RIFF header
Prince of Persia® Rival Swords v1.8.0 2019-08-02 80630006=sceAtracSetDataAndGetID(09ac8440, 00000800): invalid RIFF header
Prince of Persia® Rival Swords v1.8.0 2019-08-02 80630006=sceAtracSetDataAndGetID(09c20dc0, 00000800): invalid RIFF header
Prince of Persia® Rival Swords v1.8.0 2019-08-02 BJUMP to illegal address 0fe7b5b8 - ignoring! data=e7b5b8
Prince of Persia® Rival Swords v1.8.0 2019-08-02 FBO created from existing depthbuffer as color, 04110000/049dd3cf and 04088000/04110000
Prince of Persia® Rival Swords v1.8.0 2019-08-02 FBO created from existing depthbuffer as color, 04110000/049dd3cf and 04000000/04110000
Prince of Persia® Rival Swords v1.8.0 2019-07-29 BJUMP to illegal address 0bd264b8 - ignoring! data=ffffff
Prince of Persia® Rival Swords v1.8.0 2019-07-26 Unknown GE command : 3411342a
Prince of Persia® Rival Swords v1.8.0 2019-07-24 Unknown GE command : 29a110c4
Prince of Persia® Rival Swords v1.5.4 2019-07-24 Bad bounding box data: ff006e
Prince of Persia® Rival Swords v1.5.4 2019-07-24 Unknown GE command : 033718c2
Prince of Persia® Rival Swords v1.5.4 2019-07-24 Unknown GE command : b6736e64
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-07-24 WriteToHardware: Invalid address 00a1f030 near PC 08c0988c LR 08c0988c
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-07-23 Error in shader program link: info: (unknown reason) fs: 00000000:00000006 Tex TFuncDecal #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Prince of Persia® Rival Swords v1.6.3-492-g9fddfff66 2019-07-21 WriteToHardware: Invalid address 0045cbb0 near PC 08c0988c LR 08c0988c
Prince of Persia® Rival Swords v1.8.0 2019-07-10 BlockTransfer: Bad source transfer address 60000000!
Prince of Persia® Rival Swords v1.8.0 2019-07-10 Unknown GE command : 34343434
Prince of Persia® Rival Swords v1.8.0 2019-07-10 Bad vertex address 0a571d41!
Prince of Persia® Rival Swords v1.8.0 2019-07-10 Bad vertex address 00571d41!
Prince of Persia® Rival Swords v1.8.0 2019-07-10 Render to texture using CLUT with different strides 512 != 1188
Prince of Persia® Rival Swords v1.6.3-358-g17de6ad 2019-07-07 Unknown GE command : 114e0323
Prince of Persia® Rival Swords v1.8.0 2019-07-06 Bad bounding box data: 40cb02
Prince of Persia® Rival Swords v1.8.0 2019-07-06 Bad vertex address 0edef22f!
Prince of Persia® Rival Swords v1.8.0 2019-07-06 Bad vertex address 0a9d64ce!
Prince of Persia® Rival Swords v1.8.0 2019-07-06 Unknown GE command : efe225fc
Prince of Persia® Rival Swords v1.6.3 2019-07-04 Attempting to texture from target (src=00088000 / target=00088000 / flags=0)
Prince of Persia® Rival Swords v1.8.0 2019-07-11 Unknown GE command : 3491086d
Prince of Persia® Rival Swords v1.6.3 2019-06-26 Render to texture using CLUT with different strides 512 != 784
Prince of Persia® Rival Swords v1.6.3 2019-06-26 Unknown GE command : b6480000
Prince of Persia® Rival Swords v1.8.0 2019-06-16 sceKernelLoadModule: unsupported options size=00000014, flags=08d74120, pos=0, access=1, data=1, text=1
Prince of Persia® Rival Swords v1.8.0 2019-06-16 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Prince of Persia® Rival Swords v1.8.0 2019-06-09 Unknown GE command : 34fd0002
Prince of Persia® Rival Swords v1.8.0 2019-06-06 ReadFromHardware: Invalid address 00000004 near PC 0899e144 LR 08a33a40
Prince of Persia® Rival Swords v1.8.0 2019-06-05 0 depal unsupported: shift=0 mask=ff offset=0
Prince of Persia® Rival Swords v1.8.0 2019-06-05 Unknown GE command : 3485aa10
Prince of Persia® Rival Swords v1.8.0 2019-06-05 Bad vertex address 0e043d81!
Prince of Persia® Rival Swords v1.8.0 2019-06-05 Bad vertex address 052051d3!
Prince of Persia® Rival Swords v1.8.0 2019-06-05 Bad vertex address 0e984c35!
Prince of Persia® Rival Swords v1.8.0 2019-05-20 CALL to illegal address 00008560 - ignoring! data=008560
Prince of Persia® Rival Swords v1.8.0 2019-05-19 Unknown GE command : 11330017
Prince of Persia® Rival Swords v1.8.0 2019-05-19 Bad bounding box data: ff0000
Prince of Persia® Rival Swords v1.8.0 2019-05-16 Unknown GE command : 3565c9c1
Prince of Persia® Rival Swords v1.8.0 2019-05-16 Bad bounding box data: 910601
Prince of Persia® Rival Swords v1.8.0 2019-05-14 Unknown GE command : 1120feef
Prince of Persia® Rival Swords v1.8.0 2019-05-14 BJUMP to illegal address 017a1e68 - ignoring! data=7a1e68
Prince of Persia® Rival Swords v1.7.5 2019-05-02 Unknown GE command : 294b7e65