To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-06-08 |
sceDmacMemcpy(dest=089b6700, src=04000000, size=278528): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-06-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e8b08, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-06-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e8b08, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.5.1 |
2023-06-01 |
Error in shader program link: info: --From Vertex Shader:
Error: Varying v_color1 read in fragment shader, but not written to in vertex shader.
--From Fragment Shader:
Error: Varying v_color1 read in fragment shader, but not written to in vertex shader.
/ fs: #version 300 es
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
/ vs: #version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
NARUTO: Ultimate Ninja Heroes |
v1.6.3 |
2023-05-28 |
Error in shader program link: info:
fs: 00000000:0000d002 Tex TFuncMod AlphaTest >
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 01070000:00000b10 HWX T N Tex Light: MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in 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;
out lowp vec4 v_color0;
out 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);
gl_Position = 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);
}
|
NARUTO: Ultimate Ninja Heroes |
v1.9.0 |
2023-05-28 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: thin3d
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform sampler2D Sampler0;
void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; }
vs: thin3d
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
oColor0 = Color0;
oTexCoord0 = TexCoord0;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-06-01 |
Error in shader compilation: info: Compile failed.
reinterpret
#version 310 es
// Driver: PowerVR Rogue GX6250 - GLSL 310
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec4 val) {
uint color = uint(val.r * 31.99) | (uint(val.g * 31.99) << 0x5u) | (uint(val.b * 31.99) << 0xAu);
if (val.a >= 0.5) color |= 0x8000U;
return color;
}
vec4 unpackColor(uint colorLeft, uint colorRight) {
vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 0x8u) & 0xFFu),
float(colorRight & 0xFFu), float((colorRight >> 0x8u) & 0xFFu));
outColor *= 1.0 / 255.0;
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
uniform float z_scale;
uniform float z_scale_inv;
uniform float z_offset;
out vec4 fragColor0;
void main() {
vec4 valLeft = texture(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0));
vec4 valRight = texture(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0));
vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight));
fragColor0 = outColor;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-05-27 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1254 / 1280,720 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-05-27 |
UI scissor out of bounds in GamePauseScreen: 0,26-420,1254 / 1280,720 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-05-27 |
UI scissor out of bounds in GamePauseScreen: 860,26-400,694 / 720,1280 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-05-27 |
UI scissor out of bounds in GamePauseScreen: 0,26-847,694 / 720,1280 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-05-26 |
sceUtilityOskInitStart: invalid status |
NARUTO: Ultimate Ninja Heroes |
v1.15.4 |
2023-05-26 |
Unaligned icache invalidation of 088655d8 (088655d8 + 0) at PC=08863584 |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2023-05-17 |
__KernelStopThread: thread 713 does not exist |
NARUTO: Ultimate Ninja Heroes |
v1.15.3 |
2023-05-10 |
80630007=sceAtracSetData(2, 08b9d600, 00038000): atracID uses different codec type than data |
NARUTO: Ultimate Ninja Heroes |
v1.15.3 |
2023-05-10 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-05-10 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-05-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=08dd5138, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-05-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=0000a018, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.9.4 |
2023-04-30 |
An uneaten prefix at end of block: 08a683b0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-28 |
__KernelStopThread: thread 1285 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-22 |
sceKernelCreateThread(name=god_m001_Title): unsupported attributes 00000006 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-22 |
sceKernelCreateThread(name=god_m002_Movie): unsupported attributes 00000006 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-22 |
sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-22 |
sceKernelCreateThread(name=god_menu): unsupported attributes 00000006 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-20 |
80630006=sceAtracSetDataAndGetID(08e1c9e0, 00043000): invalid RIFF header |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-17 |
__KernelStopThread: thread 359 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-14 |
sceDmacMemcpy(dest=08f6b100, src=08f62f00, size=8192): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-14 |
sceKernelLoadModule: unsupported options size=00000014, flags=0891c5c8, pos=0, access=1, data=0, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-14 |
sceKernelLoadModule: unsupported options size=00000014, flags=0891c5c8, pos=0, access=1, data=0, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-04-13 |
UI scissor out of bounds in GameSettingsScreen: 112,0-461,272 / 544,272 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-04-13 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1147,720 / 1356,720 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-10 |
sceDmacMemcpy(dest=09461200, src=093511c0, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.12.2 |
2023-04-08 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040de000 offset: 0 (256x128 stride 256, 565) |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-07 |
sceGeBreak(mode=0, unknown=08a6b218): unknown ptr (valid) |
NARUTO: Ultimate Ninja Heroes |
v1.10.2 |
2023-04-04 |
Unknown syscall in known module 'sceNpService': 0x788f2b5e |
NARUTO: Ultimate Ninja Heroes |
v1.10.2 |
2023-04-04 |
Unknown syscall in known module 'sceNpService': 0x75dacb57 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3-834-gbb38cf842 |
2023-03-31 |
sceDmacMemcpy(dest=04000000, src=0960f450, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-03-29 |
UI scissor out of bounds in LogConfigScreen: 0,0-1772,810 / 1771,810 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-03-27 |
Error in shader compilation: info: Compile failed.
reinterpret
#version 310 es
// Driver: PowerVR Rogue G6200 - GLSL 310
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec4 val) {
uint color = uint(val.r * 31.99) | (uint(val.g * 31.99) << 5u) | (uint(val.b * 31.99) << 10u);
if (val.a >= 0.5) color |= 0x8000U;
return color;
}
vec4 unpackColor(uint colorLeft, uint colorRight) {
vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 8u) & 0xFFu),
float(colorRight & 0xFFu), float((colorRight >> 8u) & 0xFFu));
outColor *= 1.0 / 255.0;
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
out vec4 fragColor0;
void main() {
vec4 valLeft = texture(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0));
vec4 valRight = texture(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0));
vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight));
fragColor0 = outColor;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.9.3-80-g73bf6098e |
2023-03-26 |
__KernelStopThread: thread 573 does not exist |
NARUTO: Ultimate Ninja Heroes |
v1.9.3-80-g73bf6098e |
2023-03-25 |
__KernelStopThread: thread 639 does not exist |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-12 |
__KernelStopThread: thread 308 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.14 |
2023-03-21 |
UI scissor out of bounds in MainScreen: 0,48-1518,357 / 1280,720 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-03-20 |
__KernelStopThread: thread 316 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-03-01 |
__KernelStopThread: thread 289 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.11.3-834-gbb38cf842 |
2023-02-23 |
sceDmacMemcpy(dest=04000000, src=096a5550, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-02-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a69258, pos=0, access=1, data=1, text=1 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-02-22 |
Unknown GetPointerWrite deadbeef PC 08863ef4 LR 08863f04 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-02-20 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:123: 'comp' : redefinition
ERROR: 0:124: 'type' : redefinition
ERROR: 0:172: 'comp' : redefinition
ERROR: 0:173: 'type' : redefinition
ERROR: 0:221: 'comp' : redefinition
ERROR: 0:222: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b28 HWX C T N Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b28 HWX C T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break; |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-28 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:121: 'comp' : redefinition
ERROR: 0:122: 'type' : redefinition
ERROR: 0:170: 'comp' : redefinition
ERROR: 0:171: 'type' : redefinition
ERROR: 0:219: 'comp' : redefinition
ERROR: 0:220: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000120 HWX Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000120 HWX Light: LightUberShader Cull
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out 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 = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspe |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-28 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80020b30 HWX T N Tex UVEnv Light: LightUberShader 0: c:0 t:0 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80020b30 HWX T N Tex UVEnv Light: LightUberShader 0: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
|
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-28 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if ( |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-02-20 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:122: 'comp' : redefinition
ERROR: 0:123: 'type' : redefinition
ERROR: 0:171: 'comp' : redefinition
ERROR: 0:172: 'type' : redefinition
ERROR: 0:220: 'comp' : redefinition
ERROR: 0:221: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b20 HWX T N Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnorm |
NARUTO: Ultimate Ninja Heroes |
v1.12.3 |
2023-02-19 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2023-06-07 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-02-10 |
UI scissor out of bounds in MainScreen: 1186,73-400,647 / 720,1600 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-02-10 |
UI scissor out of bounds in MainScreen: 0,145-1174,575 / 720,1600 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-02-10 |
UI scissor out of bounds in MainScreen: 0,60-1174,660 / 720,1600 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-02-10 |
UI scissor out of bounds in MainScreen: 0,60-1174,86 / 720,1600 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-02-06 |
__KernelStopThread: thread 361 does not exist (helper deleted) |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-02-04 |
UI scissor out of bounds in GameSettingsScreen: 0,59-544,961 / 1088,544 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-02-04 |
UI scissor out of bounds in GameSettingsScreen: 387,0-1770,272 / 1088,544 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-02-04 |
UI scissor out of bounds in GameSettingsScreen: 206,0-942,544 / 1088,544 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-02-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=088620a0, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-30 |
Unknown GetPointer 134a4d3f PC 0891e31c LR 0891e32c |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-30 |
Unknown GetPointerWrite 134a4d3e PC 0891e31c LR 0891e32c |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-04-28 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2023-01-25 |
UI scissor out of bounds in GameSettingsScreen: 274,0-1315,721 / 1600,720 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Jump to invalid address: 02fbca40 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Branch in Jump delay slot at 08f3de2c in block starting at 08f3ddf0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Jump to invalid address: 03cf77c0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Branch in Jump delay slot at 08f3de18 in block starting at 08f3ddf0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Branch in Jump delay slot at 08f3de14 in block starting at 08f3ddf0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Branch in Jump delay slot at 08f3de08 in block starting at 08f3ddf0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Jump to invalid address: 03cf7890 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Jump to invalid address: 03cf7bd0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Jump to invalid address: 03cf7ca0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Branch in Jump delay slot at 08f3df1c in block starting at 08f3ddf0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Jump to invalid address: 03b4f7e0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Branch in Jump delay slot at 08f3df18 in block starting at 08f3ddf0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Jump to invalid address: 02fbcda0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-25 |
Jump to invalid address: 03aff780 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-22 |
sceKernelCreateThread(name=PGE Wav): unsupported attributes 00000006 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-22 |
sceKernelCreateThread(name=PGE Timer): unsupported attributes 00000006 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-22 |
sceKernelCreateThread(name=PGE Controls): unsupported attributes 00000006 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-22 |
sceKernelCreateThread(name=PGE Math): unsupported attributes 00000006 |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-02-09 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
NARUTO: Ultimate Ninja Heroes |
v1.14.4 |
2023-01-20 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-01-16 |
UI scissor out of bounds in MainScreen: 55,0-1109,721 / 1520,720 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-01-16 |
UI scissor out of bounds in GameSettingsScreen: 288,0-1221,721 / 1520,720 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2023-01-14 |
Using texture with rendered CLUT: texfmt=4, clutfmt=3 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2023-01-14 |
MFIC instruction hit (70020024) at 088b63a8 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-01-11 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1366,685 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-01-11 |
UI scissor out of bounds in GameSettingsScreen: 0,114-306,1472 / 544,967 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-01-11 |
UI scissor out of bounds in GameSettingsScreen: 376,0-1326,306 / 967,544 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in CwCheatScreen: 526,0-1293,817 / 1819,816 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-01-07 |
UI scissor out of bounds in MainScreen: 866,13-400,707 / 720,1280 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-01-07 |
UI scissor out of bounds in MainScreen: 0,85-854,635 / 720,1280 |
NARUTO: Ultimate Ninja Heroes |
v1.14.1 |
2023-01-07 |
UI scissor out of bounds in MainScreen: 0,0-854,720 / 720,1280 |