Recent logs - NARUTO: Ultimate Ninja Heroes

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Game title Version Latest Report Message
NARUTO: Ultimate Ninja Heroes v1.10.3 2024-06-07 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes v1.12.3 2024-06-06 __KernelStopThread: thread 372 does not exist
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-26 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-26 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-06-01 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-17 An uneaten prefix at end of block: 08bbc6b8
NARUTO: Ultimate Ninja Heroes v1.13.1-547-g9f4a84945 2024-05-14 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040cc000 offset: 0 (128x128 stride 128, 5551): [COLOR seq:8490 C:040cc000/128(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:8478 C:040cc000/192(5551) Z:04088000/512 X:0 Y:0 reint: false]
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-11 sceNetAdhocMatchingInit(3000) at 088c66f4
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-06 MIPSCompileOp: Invalid instruction 010005b5
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-06 Jump to invalid address: 03d8ccd0
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-08 Jump to invalid address: 0fd55554
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-04 Error in shader compilation: info: Fragment shader compilation failed. Internal compiler error: unexpected operator 101c002e:0000d000 FragUber WriteMask ReplaceBlend_6A:0_B:0_Eq:5 AlphaTest > #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 101c002e:0000d000 FragUber WriteMask ReplaceBlend_6A:0_B:0_Eq:5 AlphaTest > precision highp int; uniform sampler2D fbotex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; uniform uint u_colorWriteMask; 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; uint packUnorm4x8R(vec4 v) { highp vec4 f = clamp(v, 0.0, 1.0); uvec4 u = uvec4(255.0 * f); return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u); } vec4 unpackUnorm4x8R(highp uint x) { highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu); highp vec4 f = vec4(u); return f * (1.0 / 255.0); } void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 v = v_color0; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; v.rgb = abs(v.rgb - destColor.rgb); fragColor0 = v; highp uint v32 = packUnorm4x8R(fragColor0); highp uint d32 = packUnorm4x8R(destColor); v32 = (v32 & u_colorWriteMask & 0x00FFFFFFu) | (d32 & (~u_colorWriteMask | 0xFF000000u)); fragColor0 = unpackUnorm4x8R(v32); }
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-04 Error in shader compilation: info: Fragment shader compilation failed. Internal compiler error: unexpected operator 101c002e:00000000 FragUber WriteMask ReplaceBlend_6A:0_B:0_Eq:5 #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 101c002e:00000000 FragUber WriteMask ReplaceBlend_6A:0_B:0_Eq:5 precision highp int; uniform sampler2D fbotex; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; uint packUnorm4x8R(vec4 v) { highp vec4 f = clamp(v, 0.0, 1.0); uvec4 u = uvec4(255.0 * f); return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u); } vec4 unpackUnorm4x8R(highp uint x) { highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu); highp vec4 f = vec4(u); return f * (1.0 / 255.0); } void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 v = v_color0; v.rgb = abs(v.rgb - destColor.rgb); fragColor0 = v; highp uint v32 = packUnorm4x8R(fragColor0); highp uint d32 = packUnorm4x8R(destColor); v32 = (v32 & u_colorWriteMask & 0x00FFFFFFu) | (d32 & (~u_colorWriteMask | 0xFF000000u)); fragColor0 = unpackUnorm4x8R(v32); }
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-01 80630006=sceAtracSetDataAndGetID(09dc9a40, 00014000): invalid RIFF header
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-01 80630006=sceAtracSetDataAndGetID(09e284c0, 00014000): invalid RIFF header
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-01 80630006=sceAtracSetDataAndGetID(09dc9a80, 00014000): invalid RIFF header
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-05-01 80630006=sceAtracSetDataAndGetID(09de5b40, 00014000): invalid RIFF header
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-04-23 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10466DATA/TEKKEN6.BIN, 09fd41d0, 00000002)
NARUTO: Ultimate Ninja Heroes v1.9.4 2024-04-21 __KernelStopThread: thread 490 does not exist
NARUTO: Ultimate Ninja Heroes v1.13.1-547-g9f4a84945 2024-04-19 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 040cc000 offset: 0 (256x128 stride 192, 5551): [COLOR seq:20419 C:040cc000/128(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:20423 C:040cc000/192(5551) Z:04088000/512 X:0 Y:0 reint: false]
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-04-17 800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/d3.pmf): too many streams in PSMF video, bogus data
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-04-17 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data
NARUTO: Ultimate Ninja Heroes v1.14.1 2024-04-13 UI scissor out of bounds in GamePauseScreen: 656,13-134,1267 / 1280,800
NARUTO: Ultimate Ninja Heroes v1.14.1 2024-04-13 UI scissor out of bounds in GamePauseScreen: 0,13-650,1267 / 1280,800
NARUTO: Ultimate Ninja Heroes v1.14.1 2024-04-13 UI scissor out of bounds in GamePauseScreen: 1712,8-321,492 / 1280,800
NARUTO: Ultimate Ninja Heroes v1.14.1 2024-04-13 UI scissor out of bounds in GamePauseScreen: 0,8-1702,492 / 1280,800
NARUTO: Ultimate Ninja Heroes v1.17.1-74-g39fdba4f6 2024-04-09 Branch in Jump delay slot at 088095cc in block starting at 088095a4
NARUTO: Ultimate Ninja Heroes v1.17.1-74-g39fdba4f6 2024-04-09 Jump to invalid address: 02025730
NARUTO: Ultimate Ninja Heroes v1.17.1-74-g39fdba4f6 2024-04-09 Jump to invalid address: 07ecc900
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-04-07 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 089a82a4
NARUTO: Ultimate Ninja Heroes v1.8.0 2024-04-06 Unknown GetPointer 00000000 PC 08a1b77c LR 08000030
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-03-31 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 330 #extension GL_ARB_shader_stencil_export : require // Driver: ATI Mobility Radeon HD 3430 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-03-30 sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-03-19 80630006=sceAtracSetDataAndGetID(08e11f40, 00064000): invalid RIFF header
NARUTO: Ultimate Ninja Heroes v1.16.6 2024-03-18 sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid)
NARUTO: Ultimate Ninja Heroes v1.16.6 2024-03-12 Unknown GE command : 52000001
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-03-09 sceKernelLoadModule: unsupported options size=00000014, flags=08af0100, pos=0, access=1, data=2, text=2
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-03-09 sceKernelLoadModule: unsupported options size=00000014, flags=08c03ab0, pos=0, access=1, data=1, text=1
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-03-09 sceKernelLoadModule: unsupported options size=00000014, flags=08c03ab0, pos=0, access=1, data=2, text=2
NARUTO: Ultimate Ninja Heroes v1.8.0 2024-02-25 Lots of blits needed for obscure blending: 49 per frame, blend 0/0/5
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-02-18 Unaligned icache invalidation of 0886dd07 (0886dd08 + -1) at PC=08876644
NARUTO: Ultimate Ninja Heroes v1.12.2 2024-02-17 Branch in Jump delay slot at 08c20c10 in block starting at 08c20bf8
NARUTO: Ultimate Ninja Heroes v1.12.2 2024-02-17 Branch in Jump delay slot at 08c20c0c in block starting at 08c20bf8
NARUTO: Ultimate Ninja Heroes v1.12.2 2024-02-17 Branch in Jump delay slot at 08c20bf8 in block starting at 08c20bf8
NARUTO: Ultimate Ninja Heroes v1.12.2 2024-02-17 MIPSCompileOp: Invalid instruction 000089b8
NARUTO: Ultimate Ninja Heroes v1.12.2 2024-02-17 Jump to invalid address: 0360a2c0
NARUTO: Ultimate Ninja Heroes v1.12.2 2024-02-17 Jump to invalid address: 03635900
NARUTO: Ultimate Ninja Heroes v1.12.2 2024-02-17 Jump to invalid address: 036358c0
NARUTO: Ultimate Ninja Heroes v1.12.2 2024-02-17 Jump to invalid address: 06152080
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-02-11 80630007=sceAtracSetData(2, 08bd5600, 000031e0): atracID uses different codec type than data
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-02-11 80630007=sceAtracSetData(2, 08bd5600, 00002b20): atracID uses different codec type than data
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-02-11 80630007=sceAtracSetData(2, 08bd5600, 00010200): atracID uses different codec type than data
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-02-11 80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-02-11 80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-02-11 80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-02-11 80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-02-11 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
NARUTO: Ultimate Ninja Heroes v1.16.6 2024-02-08 sceKernelLoadModule: unsupported options size=00000014, flags=0892b22c, pos=0, access=1, data=2, text=2
NARUTO: Ultimate Ninja Heroes v1.16.6 2024-01-25 __KernelStopThread: thread 318 does not exist (helper deleted)
NARUTO: Ultimate Ninja Heroes v1.16.6 2024-01-19 sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid)
NARUTO: Ultimate Ninja Heroes v1.16.6 2024-01-06 __KernelStopThread: thread 322 does not exist (helper deleted)
NARUTO: Ultimate Ninja Heroes v1.16.6 2024-01-06 __KernelStopThread: thread 340 does not exist (helper deleted)
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-12-28 sceKernelLoadModule: unsupported options size=00000014, flags=08aea6b0, pos=0, access=1, data=2, text=2
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-12-28 sceKernelLoadModule: unsupported options size=00000014, flags=09ee9e80, pos=0, access=1, data=1, text=1
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-12-28 Error in shader program link: info: (unknown reason) fs: 00180000:0000d400 TexAlpha 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)) // 00180000:0000d400 TexAlpha 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; void main() { vec4 v = v_color0; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; } vs: 01000000:80000120 HWX Light: LightUberShader 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)) // 01000000:80000120 HWX Light: LightUberShader Cull in vec3 position; 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(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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-12-28 Error in shader program link: info: (unknown reason) fs: 00180000:0000d402 Tex TexAlpha TFuncMod 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)) // 00180000:0000d402 Tex TexAlpha TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; } vs: 01000000:80020b20 HWX T N UVEnv Light: LightUberShader 0: c:0 t:0 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)) // 01000000:80020b20 HWX T N 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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(an
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-12-28 Error in shader program link: info: (unknown reason) fs: 00180000:00000402 Tex TexAlpha TFuncMod #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)) // 00180000:00000402 Tex TexAlpha TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 01000000:80000b20 HWX T N Light: LightUberShader 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)) // 01000000:80000b20 HWX T N 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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_l
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-12-28 Error in shader program link: info: (unknown reason) fs: 00180000:0600d082 Tex TClamp StenToAlphaDual Sten0 TFuncMod 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)) // 00180000:0600d082 Tex TClamp StenToAlphaDual Sten0 TFuncMod AlphaTest > uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; out vec4 fragColor1; void main() { vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; t.a = 1.0; vec4 v = p * t; 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: 00000000:00000002 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 v1.16.6 2023-12-28 Error in shader program link: info: (unknown reason) fs: 00180000:0000d082 Tex TClamp TFuncMod 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)) // 00180000:0000d082 Tex TClamp TFuncMod AlphaTest > uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; t.a = 1.0; vec4 v = p * t; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; 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 v1.16.6 2023-12-22 sceDmacMemcpy(dest=04000000, src=0960f480, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000b1c HWX C T N Fog Tex Light: MatUp:7 #version 300 es precision highp float; 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; 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 * 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; }
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01170000:00020b14 HWX T N Fog Tex UVEnv Light: 0: c:0 t:0 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 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos0), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000b14 HWX T N Fog 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; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0020d002 Tex Fog TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000b1c HWX C T N Fog Tex Light: MatUp:7 #version 300 es precision highp float; 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; 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 * 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; }
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0000d082 Tex TClamp TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(mymod(v_texcoord.x, u_texclamp.x), mymod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.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: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01170000:00020b10 HWX T N Tex UVEnv Light: 0: c:0 t:0 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 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; out lowp vec4 v_color0; out highp 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos0), worldnormal)) * 0.5, 1.0); }
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000b1c HWX C T N Fog Tex Light: MatUp:7 #version 300 es precision highp float; 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; 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 * 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; }
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: cannot find a matched output for input v_fogdepth fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NARUTO: Ultimate Ninja Heroes v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); 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 highp 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 v1.6.3 2023-12-20 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0000d000 AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000002 THR #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 2023-12-20 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; 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 highp 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 v1.15.4 2023-12-14 ReadFromHardware: Invalid address 3f80008c near PC 08830968 LR 08830968
NARUTO: Ultimate Ninja Heroes v1.15.4 2023-12-14 ReadFromHardware: Invalid address 3f800080 near PC 08841c4c LR 08841c4c
NARUTO: Ultimate Ninja Heroes v1.15.4 2023-12-14 WriteToHardware: Invalid address 295ee0f0 near PC 08837e6c LR 08837e6c
NARUTO: Ultimate Ninja Heroes v1.15.4 2023-12-14 WriteToHardware: Invalid address 295ee11c near PC 08837e6c LR 08837e6c
NARUTO: Ultimate Ninja Heroes v1.15.4 2023-12-14 WriteToHardware: Invalid address 295ee11a near PC 08837e6c LR 08837e6c
NARUTO: Ultimate Ninja Heroes v1.15.4 2023-12-14 ReadFromHardware: Invalid address 292d6f8a near PC 088591ac LR 08859410
NARUTO: Ultimate Ninja Heroes v1.14.1 2023-12-12 UI scissor out of bounds in GamePauseScreen: 609,22-340,522 / 544,967
NARUTO: Ultimate Ninja Heroes v1.14.1 2023-12-12 UI scissor out of bounds in GamePauseScreen: 0,22-599,522 / 544,967
NARUTO: Ultimate Ninja Heroes v1.15.4 2023-12-12 ReadFromHardware: Invalid address 00000000 near PC 08804640 LR 088048c8
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-12-02 __KernelStopThread: thread 310 does not exist (helper deleted)
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-11-30 sceSasSetADSRMode(08e566c0, 9, 8, 00000000, 00000000, 00000000, 00000004): invalid modes
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-11-30 sceSasSetADSRMode(08e566c0, 8, 8, 00000000, 00000000, 00000000, 00000004): invalid modes
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-11-30 sceSasSetADSRMode(08e566c0, 7, 8, 00000000, 00000000, 00000000, 00000004): invalid modes
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-11-30 sceSasSetADSRMode(08e566c0, 6, 8, 00000000, 00000000, 00000000, 00000004): invalid modes
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-11-12 __KernelStopThread: thread 281 does not exist (ApctlThread deleted)
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-11-07 __KernelStopThread: thread 343 does not exist (helper deleted)
NARUTO: Ultimate Ninja Heroes v1.16.6 2023-11-07 __KernelStopThread: thread 288 does not exist (helper deleted)
NARUTO: Ultimate Ninja Heroes v1.8.0 2023-11-02 sceDmacMemcpy(dest=04000000, src=096375b0, size=557056): overlapping read