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Game title |
Version |
Latest Report |
Message |
NARUTO: Ultimate Ninja Heroes |
v1.19.2 |
2025-07-01 |
An uneaten prefix at end of block: 0804cbc0 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2025-06-25 |
UI scissor out of bounds in MainScreen: 753,8-263,591 / 600,1024 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2025-06-25 |
UI scissor out of bounds in MainScreen: 0,160-745,44 / 600,1024 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2025-06-25 |
UI scissor out of bounds in MainScreen: 0,65-745,44 / 600,1024 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2025-06-25 |
UI scissor out of bounds in MainScreen: 0,56-745,544 / 600,1024 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2025-06-25 |
UI scissor out of bounds in MainScreen: 0,0-745,600 / 600,1024 |
NARUTO: Ultimate Ninja Heroes |
v1.14.2 |
2025-06-25 |
UI scissor out of bounds in MainScreen: 0,0-745,57 / 600,1024 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 02008180 PC 08802070 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 0708c080 PC 08802060 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 02008100 PC 08802050 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 0708c0e0 PC 08802044 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Branch in Jump delay slot at 08802040 in block starting at 08802000 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 0708c080 PC 08802040 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 02008080 PC 08802030 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Branch in Jump delay slot at 0880202c in block starting at 08802000 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 073f0a80 PC 0880202c LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Branch in Jump delay slot at 08802028 in block starting at 08802000 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 0717cd80 PC 08802028 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Branch in Jump delay slot at 08802024 in block starting at 08802000 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 073eff00 PC 08802024 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Branch in Jump delay slot at 08802020 in block starting at 08802000 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 0708c080 PC 08802020 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 02008000 PC 08802018 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Branch in Jump delay slot at 08802014 in block starting at 08802000 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Jump to invalid address: 071a2f00 PC 08802014 LR 088807a4 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-817-g13506d3d02 |
2025-06-25 |
Branch in Jump delay slot at 08802010 in block starting at 08802000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction ce400000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 049c1037 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 9de10000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 00000cf5 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 00000578 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
WriteToHardware: Invalid address deadc9eb near PC 0803d520 LR 08000020 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 7ad50000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction ee200000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 00000278 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
Jump to invalid address: 03344000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction ed100000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction ec00000c |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 049b1000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 00121001 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 05786000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction b0000003 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 0006dfff |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-06-16 |
MIPSCompileOp: Invalid instruction 000009b5 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-05-09 |
MIPSCompileOp: Invalid instruction 7677767b |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-05-09 |
MIPSCompileOp: Invalid instruction ededfc00 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-04-25 |
sceDmacMemcpy(dest=04000000, src=096cf5a0, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2025-04-16 |
sceNetAdhocMatchingInit(8192) at 0897e728 |
NARUTO: Ultimate Ninja Heroes |
v1.9.4 |
2025-04-11 |
sceDmacMemcpy(dest=04000000, src=099f7740, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43a0c000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43a08000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 431b8000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43a10000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 431a8000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 42ea0000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 430a0000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43b8199a |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 438c0000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43b7999a |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 42e80000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 426a0000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43b7d99a |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43350000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 42e60000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43340000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43348000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43090000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 00230138 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 43323333 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 433e0000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 436b0000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 430b8000 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 432c3333 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-26 |
MIPSCompileOp: Invalid instruction 42bf999a |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-23 |
sceDmacMemcpy(dest=04088000, src=096df560, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-03-21 |
Unknown GetPointerWrite 00000000 PC 089b3b88 LR 089b3b88 |
NARUTO: Ultimate Ninja Heroes |
v1.9.4 |
2025-03-08 |
ReadFromHardware: Invalid address ef2ab724 near PC ef2ab724 LR 08000018 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-02-19 |
Branch in Jump delay slot at 088095cc in block starting at 088095c4 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-02-19 |
Branch in Jump delay slot at 088095d0 in block starting at 088095c4 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2025-02-19 |
MIPSCompileOp: Invalid instruction 7d7d3601 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1-980-gabaea0197b |
2025-02-17 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0600d400 TexAlpha StenToAlphaDual Sten0 AlphaTest >
#version 400
// Driver: Intel(R) HD Graphics - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0600d400 TexAlpha StenToAlphaDual Sten0 AlphaTest >
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 v = v_color0;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = vec4(v.rgb, 0.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:00000120 HWX Cull
#version 400
// Driver: Intel(R) HD Graphics - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000120 HWX Cull
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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(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;
v_color0 = u_matambientalpha;
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y - u_depthRange.x >= 1.0) {
gl_ClipDistance[0] = outPos.w + outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.17.1-980-gabaea0197b |
2025-02-17 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0a00d400 TexAlpha StenToAlphaDual Sten1 AlphaTest >
#version 400
// Driver: Intel(R) HD Graphics - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0a00d400 TexAlpha StenToAlphaDual Sten1 AlphaTest >
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 v = v_color0;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = vec4(v.rgb, 1.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:00000120 HWX Cull
#version 400
// Driver: Intel(R) HD Graphics - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000120 HWX Cull
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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(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;
v_color0 = u_matambientalpha;
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y - u_depthRange.x >= 1.0) {
gl_ClipDistance[0] = outPos.w + outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.17.1-980-gabaea0197b |
2025-02-17 |
Error in shader program link: info: (unknown reason)
fs: 00190000:0000d400 TexAlpha AlphaTest > TestDiscardToZero
#version 400
// Driver: Intel(R) HD Graphics - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00190000:0000d400 TexAlpha AlphaTest > TestDiscardToZero
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) v.a = 0.0;
fragColor0 = v;
}
vs: 00000000:00000002 THR
#version 400
// Driver: Intel(R) HD Graphics - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000002 THR
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2025-02-16 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 19792 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2025-02-16 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145972200 |
NARUTO: Ultimate Ninja Heroes |
v1.13.2 |
2025-02-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2 |
NARUTO: Ultimate Ninja Heroes |
v1.14 |
2025-02-09 |
UI scissor out of bounds in GameSettingsScreen: 120,0-483,272 / 574,272 |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2025-01-18 |
sceDmacMemcpy(dest=04088000, src=09a47ba0, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.17.1 |
2025-01-16 |
sceDmacMemcpy(dest=04000000, src=096bf680, size=557056): overlapping read |
NARUTO: Ultimate Ninja Heroes |
v1.10.3 |
2024-12-31 |
Unknown syscall in known module 'sceNpAuth': 0x72bb0467 |
NARUTO: Ultimate Ninja Heroes |
v1.18.1 |
2024-12-23 |
Unknown GetPointerWrite bf7ff972 PC 088207c0 LR 08821260 |
NARUTO: Ultimate Ninja Heroes |
v1.11.3 |
2024-12-20 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822d844, firstSym=0822d6c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822d854, firstSym=0822d6e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822d858, firstSym=0822d6e8, varData=00000000, extra=00000000
|
NARUTO: Ultimate Ninja Heroes |
v1.11.2-917-g89e70c319 |
2024-12-19 |
Error in shader compilation: info: 0:69: S0027: Cannot modify an input variable
01770000:00000b34 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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;
in float h_depth;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
v_color0.rgb = vec3(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 = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.11.2-917-g89e70c319 |
2024-12-19 |
Error in shader compilation: info: 0:36: S0027: Cannot modify an input variable
00000000:00000930 HWX T Tex Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_color0.rgb = vec3(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 = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.11.2-917-g89e70c319 |
2024-12-19 |
Error in shader compilation: info: 0:19: S0027: Cannot modify an input variable
00000000:00000012 THR Tex
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
v_color0.rgb = vec3(0.0);
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.11.2-917-g89e70c319 |
2024-12-19 |
Error in shader compilation: info: 0:32: S0027: Cannot modify an input variable
00000000:00000120 HWX Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
v_color0.rgb = vec3(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 = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.11.2-917-g89e70c319 |
2024-12-19 |
Error in shader compilation: info: 0:46: S0027: Cannot modify an input variable
01070000:00000b3c HWX C T N Fog Tex Light: MatUp:7 Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
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);
lowp vec4 lightSum0 = u_ambient * color0 + 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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
v_color0.rgb = vec3(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 = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.11.2-917-g89e70c319 |
2024-12-19 |
Error in shader compilation: info: 0:39: S0027: Cannot modify an input variable
01070000:00000b28 HWX C T N Light: MatUp:7 Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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;
out lowp vec4 v_color0;
in float h_depth;
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);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color0.rgb = vec3(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 = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.11.2-917-g89e70c319 |
2024-12-19 |
Error in shader compilation: info: 0:55: S0027: Cannot modify an input variable
01170000:00020b34 HWX T N Fog Tex UVEnv Light: 0: c:0 t:0 MatUp:7 Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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;
in float h_depth;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
v_color0.rgb = vec3(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 = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
NARUTO: Ultimate Ninja Heroes |
v1.11.2-917-g89e70c319 |
2024-12-19 |
Error in shader compilation: info: 0:46: S0027: Cannot modify an input variable
01070000:00000b34 HWX T N Fog Tex Light: MatUp:7 Cull
#version 320 es
// Mali-T820 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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;
uniform highp vec2 u_fogcoef;
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;
in float h_depth;
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);
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
v_color0.rgb = vec3(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 = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|