Recent logs - NARUTO: Ultimate Ninja Heroes

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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