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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 |