Recent logs - Transformers: The Game

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Game title Version Latest Report Message
Transformers: The Game v1.17.1 2024-04-11 __KernelStopThread: thread 801 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-07 __KernelStopThread: thread 713 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-07 __KernelStopThread: thread 663 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-07 __KernelStopThread: thread 625 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-06 __KernelStopThread: thread 377 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-06 __KernelStopThread: thread 561 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-06 __KernelStopThread: thread 563 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-06 __KernelStopThread: thread 553 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-06 __KernelStopThread: thread 545 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-06 ReadFromHardware: Invalid address 3f37a864 near PC 3f37a864 LR 3f37a864
Transformers: The Game v1.14.4 2024-03-30 __KernelStopThread: thread 385 does not exist (helper deleted)
Transformers: The Game v1.14.4 2024-03-30 sceDmacMemcpy(dest=04088000, src=0962a990, size=557056): overlapping read
Transformers: The Game v1.17.1 2024-03-24 Unknown GetPointerWrite 5245485f PC 08a7b248 LR 08a1cc94
Transformers: The Game v1.9.4 2024-03-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
Transformers: The Game v1.17.1 2024-03-10 __KernelStopThread: thread 333 does not exist (helper deleted)
Transformers: The Game v1.17 2024-02-05 Branch in Jump delay slot at 08b889c0 in block starting at 08b889c0
Transformers: The Game v1.17 2024-02-05 Jump to invalid address: 07b33ae0
Transformers: The Game v1.16.6 2024-02-04 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]. 01f74444:00050928 HWX C T TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 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)) // 01f74444:00050928 HWX C T TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; 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 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(0.0, 0.0, 1.0, 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 = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.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 = 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; vec3 projPos = outPos.xyz / outPos.w;
Transformers: The Game v1.10.3 2024-01-14 WriteToHardware: Invalid address 00000000 near PC 08a49be8 LR 08a49be8
Transformers: The Game v1.10.3 2024-01-14 sceDmacMemcpy(dest=04000000, src=095a2990, size=557056): overlapping read
Transformers: The Game v1.16.6 2024-01-08 __KernelStopThread: thread 344 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-07 __KernelStopThread: thread 329 does not exist (helper deleted)
Transformers: The Game v1.16.6 2023-12-24 __KernelStopThread: thread 323 does not exist (helper deleted)
Transformers: The Game v1.16.6 2023-12-15 __KernelStopThread: thread 431 does not exist (helper deleted)
Transformers: The Game v1.16.6 2023-12-15 __KernelStopThread: thread 429 does not exist (helper deleted)
Transformers: The Game v1.16.6 2023-12-15 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Transformers: The Game v1.13.2 2023-12-09 __KernelStopThread: thread 1067 does not exist
Transformers: The Game v1.9.4 2023-12-02 sceDmacMemcpy(dest=04088000, src=0962a9d0, size=557056): overlapping read
Transformers: The Game v1.11.3 2023-12-02 sceDmacMemcpy(dest=04000000, src=096b2690, size=557056): overlapping read
Transformers: The Game v1.11.3 2023-11-19 80630006=?(�PS�@��DI�v): unknown codec type in set context
Transformers: The Game v1.11.3 2023-11-17 80630006=?(5����� �`rǭ��ׅ��Ʈ��ׅ<���): unknown codec type in set context
Transformers: The Game v1.16.6 2023-11-14 __KernelStopThread: thread 357 does not exist (helper deleted)
Transformers: The Game v1.17 2024-02-05 __KernelStopThread: thread 427 does not exist (helper deleted)
Transformers: The Game v1.14.4 2023-11-11 ReadFromHardware: Invalid address 00000004 near PC 08a70778 LR 08a76180
Transformers: The Game v1.14.4 2023-11-11 __KernelStopThread: thread 369 does not exist (helper deleted)
Transformers: The Game v1.14.4 2023-11-11 ReadFromHardware: Invalid address 00000000 near PC 08a0cf60 LR 08a0cf5c
Transformers: The Game v1.14.4 2023-11-11 ReadFromHardware: Invalid address 00000000 near PC 08a75bf4 LR 08b87ee0
Transformers: The Game v1.16.5 2023-10-02 __KernelStopThread: thread 415 does not exist (helper deleted)
Transformers: The Game v1.16 2023-09-28 __KernelStopThread: thread 991 does not exist (helper deleted)
Transformers: The Game v1.13.1-858-gf3c097680 2023-09-20 __KernelStopThread: thread 411 does not exist
Transformers: The Game v1.15.4 2023-09-17 __KernelStopThread: thread 751 does not exist (helper deleted)
Transformers: The Game v1.15.2 2023-09-17 __KernelStopThread: thread 331 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-09-13 Unknown GetPointerWrite 00000000 PC 08a1b6c4 LR 08a1b6dc
Transformers: The Game v1.15.4 2023-09-13 __KernelStopThread: thread 1399 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-09-12 __KernelStopThread: thread 1119 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-09-02 __KernelStopThread: thread 715 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-08-24 __KernelStopThread: thread 387 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-08-20 __KernelStopThread: thread 417 does not exist (helper deleted)
Transformers: The Game v1.9.4 2023-08-05 Render to texture using CLUT with different strides 512 != 64
Transformers: The Game v1.13.2 2023-08-03 __KernelStopThread: thread 1049 does not exist
Transformers: The Game v1.13.2 2023-08-03 __KernelStopThread: thread 937 does not exist
Transformers: The Game v1.12.3 2023-08-06 __KernelStopThread: thread 1093 does not exist
Transformers: The Game v1.12.3 2023-07-29 __KernelStopThread: thread 959 does not exist
Transformers: The Game v1.12.3 2023-07-27 __KernelStopThread: thread 955 does not exist
Transformers: The Game v1.12.3 2023-07-27 __KernelStopThread: thread 909 does not exist
Transformers: The Game v1.12.3 2023-07-26 __KernelStopThread: thread 841 does not exist
Transformers: The Game v1.12.3 2023-07-26 __KernelStopThread: thread 739 does not exist
Transformers: The Game v1.10.3 2023-07-23 WriteToHardware: Invalid address 00000000 near PC 08a49db4 LR 08a49db4
Transformers: The Game v1.15.4 2023-07-18 __KernelStopThread: thread 399 does not exist (helper deleted)
Transformers: The Game v1.14 2023-07-16 UI scissor out of bounds in GameSettingsScreen: 345,0-1554,816 / 1813,816
Transformers: The Game v1.15.4 2023-07-08 __KernelStopThread: thread 371 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-07-08 __KernelStopThread: thread 343 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-08-09 __KernelStopThread: thread 361 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-08-09 __KernelStopThread: thread 359 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-06-27 __KernelStopThread: thread 1489 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-06-20 sceDmacMemcpy(dest=04000000, src=095200d0, size=557056): overlapping read
Transformers: The Game v1.15.4 2023-06-20 __KernelStopThread: thread 2103 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-06-17 sceDmacMemcpy(dest=04000000, src=096305d0, size=557056): overlapping read
Transformers: The Game v1.15.4 2023-06-17 __KernelStopThread: thread 1801 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-06-16 __KernelStopThread: thread 1689 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-06-16 sceDmacMemcpy(dest=04000000, src=09520450, size=557056): overlapping read
Transformers: The Game v1.15.4 2023-06-16 __KernelStopThread: thread 1569 does not exist (helper deleted)
Transformers: The Game v1.17.1 2024-04-21 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 r4p0-00rel0 [Revision 96995]. 01f74444:00050928 HWX C T TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 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)) // 01f74444:00050928 HWX C T TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; 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 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(0.0, 0.0, 1.0, 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 = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.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 = 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; vec3 projPos = outPos.xyz / outPos.w; flo
Transformers: The Game v1.15.4 2023-06-27 __KernelStopThread: thread 1081 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-06-16 sceDmacMemcpy(dest=04000000, src=09520110, size=557056): overlapping read
Transformers: The Game v1.15.4 2023-06-23 __KernelStopThread: thread 1063 does not exist (helper deleted)
Transformers: The Game v1.17 2024-02-05 __KernelStopThread: thread 407 does not exist (helper deleted)
Transformers: The Game v1.15.4 2023-05-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Transformers: The Game v1.15.4 2023-05-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
Transformers: The Game v1.15.3 2023-05-25 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 r5p0-01rel0 [Revision 96995]. 01f74444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 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)) // 01f74444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; 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 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 lowp vec3 v_color1; 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 = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.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; lightSum0 = clamp(lightSum0, 0.0, 1.0); v_color0 = lightSum0; v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) { v_fogdepth = 1.0; } else {
Transformers: The Game v1.15.4 2023-06-19 __KernelStopThread: thread 491 does not exist (helper deleted)
Transformers: The Game v1.9.0 2023-05-14 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 r5p1-01rel0 [Revision 96995]. 01f74444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; 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 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 * color0 + 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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 <= 0.0 || (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; }
Transformers: The Game v1.14.4 2023-05-13 __KernelStopThread: thread 655 does not exist (helper deleted)
Transformers: The Game v1.12.3 2023-07-26 __KernelStopThread: thread 783 does not exist
Transformers: The Game v1.15.3 2023-05-22 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 r9p0-00dev0 [Revision 96995]. 01f74444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull #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)) // 01f74444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; 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 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 lowp vec3 v_color1; 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 = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.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; lightSum0 = clamp(lightSum0, 0.0, 1.0); v_color0 = lightSum0; v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) { v_fogdepth = 1.0; } els
Transformers: The Game v1.12.3 2023-05-06 __KernelStopThread: thread 693 does not exist
Transformers: The Game v1.12.3 2023-05-06 __KernelStopThread: thread 601 does not exist
Transformers: The Game v1.12.3 2023-05-06 __KernelStopThread: thread 595 does not exist
Transformers: The Game v1.12.3 2023-05-04 __KernelStopThread: thread 485 does not exist
Transformers: The Game v1.12.3 2023-05-03 __KernelStopThread: thread 481 does not exist
Transformers: The Game v1.12.3 2023-05-03 __KernelStopThread: thread 427 does not exist
Transformers: The Game v1.12.3 2023-05-03 __KernelStopThread: thread 409 does not exist
Transformers: The Game v1.14.4 2023-04-18 __KernelStopThread: thread 467 does not exist (helper deleted)
Transformers: The Game v1.14.1 2023-04-17 UI scissor out of bounds in SavedataScreen: 1973,451-0,87 / 1920,1080
Transformers: The Game v1.14.1 2023-04-17 UI scissor out of bounds in SavedataScreen: 1973,360-0,87 / 1920,1080
Transformers: The Game v1.14.1 2023-04-17 UI scissor out of bounds in SavedataScreen: 1973,269-0,87 / 1920,1080
Transformers: The Game v1.14.1 2023-04-17 UI scissor out of bounds in SavedataScreen: 1973,178-0,87 / 1920,1080
Transformers: The Game v1.14.1 2023-04-17 UI scissor out of bounds in SavedataScreen: 1973,87-0,87 / 1920,1080
Transformers: The Game v1.14.1 2023-04-17 UI scissor out of bounds in SavedataScreen: 2095,451-0,87 / 1920,1080
Transformers: The Game v1.14.1 2023-04-17 UI scissor out of bounds in SavedataScreen: 2095,360-0,87 / 1920,1080