Recent logs - Crash® of the Titans

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Game title Version Latest Report Message
Crash® of the Titans v1.9.0 2021-01-24 Unknown GetPointer 3ec0d000 PC 08b87438 LR 08b0d348
Crash® of the Titans v1.9.0 2021-01-22 Bad vertex address 06e6d7c8!
Crash® of the Titans v1.9.0 2021-01-22 Unknown GetPointer 001e0f00 PC 08b87438 LR 08b0d348
Crash® of the Titans v1.10.3 2021-01-20 Unknown GetPointer 0007a024 PC 08b87438 LR 08b0d348
Crash® of the Titans v1.10.3 2021-01-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Crash® of the Titans v1.10.3 2021-01-17 Unknown GetPointer 00028384 PC 08b87438 LR 08b0d348
Crash® of the Titans v1.10.3 2021-01-17 Unknown syscall in known module 'sceNpCommerce2': 0xdd6758fa
Crash® of the Titans v1.10.3 2021-01-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
Crash® of the Titans v1.9.0 2021-01-16 Unknown GetPointer 000f8500 PC 08b87438 LR 08b0d348
Crash® of the Titans v1.9.0 2021-01-14 Unknown GetPointer fd65a3b0 PC 08b87438 LR 08b0d348
Crash® of the Titans v1.10.3 2021-01-11 Bad vertex address 000fc0f2!
Crash® of the Titans v1.10.3 2021-01-11 Bad vertex address 020229a6!
Crash® of the Titans v1.10.3 2021-01-11 Bad vertex address 00078584!
Crash® of the Titans v1.10.3 2021-01-11 Bad vertex address 0003667c!
Crash® of the Titans v1.10.3 2021-01-11 Bad vertex address 0a52d340!
Crash® of the Titans v1.10.3 2021-01-11 Bad vertex address 000338d3!
Crash® of the Titans v1.10.3 2021-01-11 Bad index address 0e07135c!
Crash® of the Titans v1.10.3 2021-01-11 Bad vertex address 0002d436!
Crash® of the Titans v1.10.3 2021-01-11 Bad vertex address 000bb3f0!
Crash® of the Titans v1.10.3 2021-01-11 Bad vertex address 00024efe!
Crash® of the Titans v1.10.3 2021-01-11 Bad index address 0202257d!
Crash® of the Titans v1.10.3 2021-01-08 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2
Crash® of the Titans v1.10.3 2021-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059140
Crash® of the Titans v1.10.3 2021-01-08 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5060, pos=0, access=1, data=2, text=2
Crash® of the Titans v1.10.3 2021-01-08 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5060, pos=0, access=1, data=1, text=1
Crash® of the Titans v1.10.3 2021-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349056
Crash® of the Titans v1.10.3 2021-01-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147002140
Crash® of the Titans v1.10.3 2021-01-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146993220
Crash® of the Titans v1.10.3 2021-01-06 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 158723776
Crash® of the Titans v1.10.3 2021-01-06 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2
Crash® of the Titans v1.10.3 2021-01-06 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1
Crash® of the Titans v1.10.3 2021-01-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 29328
Crash® of the Titans v1.10.3 2021-01-07 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 r4p0-00rel0 [Revision 96995]. 03f00044:41c00b15 HWX T N LM Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); 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); }
Crash® of the Titans v1.10.3 2021-01-07 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 r4p0-00rel0 [Revision 96995]. 03f00044:40c00b15 HWX T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); 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; }
Crash® of the Titans v1.10.3 2021-01-07 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 r4p0-00rel0 [Revision 96995]. 03f04444:40c00b15 HWX T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.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)
Crash® of the Titans v1.10.3 2021-01-07 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 r4p0-00rel0 [Revision 96995]. 03f00444:41000b15 HWX T N LM Fog Tex Bones:5 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); 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 || pr
Crash® of the Titans v1.10.3 2021-01-07 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 r4p0-00rel0 [Revision 96995]. 03f00444:40c00b15 HWX T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); 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) {
Crash® of the Titans v1.10.2 2021-01-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
Crash® of the Titans v1.10.3 2021-01-02 Render to texture with incompatible formats 0 != 3 at 0414c000
Crash® of the Titans v1.10.3 2021-01-02 sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=2, text=2
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/fb7846e2, already implemented in HLE.
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/f1b73d12, already implemented in HLE.
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/e0cf8091, already implemented in HLE.
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/d9392ccb, already implemented in HLE.
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/d2b18485, already implemented in HLE.
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/cc0a8bda, already implemented in HLE.
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/c6a8bee2, already implemented in HLE.
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/c56949ad, already implemented in HLE.
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/beb47224, already implemented in HLE.
Crash® of the Titans v1.10.3 2021-01-02 Ignoring func export sceCcc/b8476cf4, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/f8ef08a6, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/f3efaa91, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/e792cd94, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/df089680, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/b9848a74, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/b8d10c56, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/a72db4f9, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/a3d81169, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/a0b8ca55, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/9ff2b2e7, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/9b71a274, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/95a84ee5, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/8a9ebdcd, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/85461eff, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/76c0f4ae, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/75f03fa2, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/68f07175, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/58b83577, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/46f61f8b, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/3ed62233, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/3ea82a4b, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/3d6d25a9, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/2d0e4e0a, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/2beb1569, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/235d8787, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-26 Ignoring func export scePsmfPlayer/1e57a8e7, already implemented in HLE.
Crash® of the Titans v1.10.3 2020-12-25 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
Crash® of the Titans v1.10.2 2020-12-24 sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1
Crash® of the Titans v1.10.3 2020-12-21 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Crash® of the Titans v1.9.0 2020-12-17 Unknown GetPointer bf24445c PC 08b87438 LR 08b0d348
Crash® of the Titans v1.10.3 2020-12-14 Unknown instruction 483f8000 at 00010028
Crash® of the Titans v1.10.3 2020-12-14 Unknown instruction 4b000000 at 00010024
Crash® of the Titans v1.10.3 2020-12-14 Unknown instruction 4a000000 at 00010020
Crash® of the Titans v1.10.3 2020-12-14 Unknown instruction 04040057 at 0001001c
Crash® of the Titans v1.10.3 2020-12-14 Unknown instruction 0135fb54 at 00010018
Crash® of the Titans v1.10.3 2020-12-14 Unknown instruction 493e269a at 0001000c
Crash® of the Titans v1.10.3 2020-12-14 Unknown instruction 483eec97 at 00010008
Crash® of the Titans v1.10.3 2020-12-14 Unknown instruction 4b3ee9d3 at 00010004
Crash® of the Titans v1.10.3 2020-12-14 Unknown instruction 4abef2aa at 00010000
Crash® of the Titans v1.10.3 2020-12-14 ReadFromHardware: Invalid address 00000008 near PC 08bdc3a4 LR 08bdc398
Crash® of the Titans v1.10.3 2020-12-14 WriteToHardware: Invalid address 00000048 near PC 08b4c1fc LR 08b4c190
Crash® of the Titans v1.10.3 2020-12-14 WriteToHardware: Invalid address 00000000 near PC 08b47954 LR 08b47958
Crash® of the Titans v1.10.3 2020-12-14 WriteToHardware: Invalid address 00000008 near PC 08b4c1c8 LR 08b4c190
Crash® of the Titans v1.10.3 2020-12-14 Unknown GetPointer 00000000 PC 08c59d1c LR 08b47900
Crash® of the Titans v1.10.3 2020-12-14 ReadFromHardware: Invalid address 0000000c near PC 08aa13ec LR 08aa13ac
Crash® of the Titans v1.10.3 2020-12-14 WriteToHardware: Invalid address 00000048 near PC 08b4c190 LR 08b4c190
Crash® of the Titans v1.10.3 2020-12-14 WriteToHardware: Invalid address 00000000 near PC 08b47944 LR 08b47944
Crash® of the Titans v1.10.3 2020-12-14 WriteToHardware: Invalid address 00000008 near PC 08b4c190 LR 08b4c190
Crash® of the Titans v1.10.3 2020-12-14 Unknown GetPointer 00000000 PC 08b478f8 LR 08b47900
Crash® of the Titans v1.10.3 2020-12-14 ReadFromHardware: Invalid address 0000000c near PC 08a7e314 LR 08aa13ac