Recent logs - Indiana Jones® and the Staff Of Kings™

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Game title Version Latest Report Message
Indiana Jones® and the Staff Of Kings™ v1.17.1 2024-04-10 WriteToHardware: Invalid address 000000e4 near PC 08a6225c LR 08a6225c
Indiana Jones® and the Staff Of Kings™ v1.16.6 2024-04-05 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.17.1 2024-03-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.17.1 2024-03-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.17 2024-02-09 Can't draw: No current render step. Step count: 0
Indiana Jones® and the Staff Of Kings™ v1.17 2024-02-09 ELF relocation HI16/1(16) pair (instead of LO16) at 0888f814 / 0888f818
Indiana Jones® and the Staff Of Kings™ v1.17 2024-02-09 ELF relocation HI16/1(16) pair (instead of LO16) at 0888f6a0 / 0888f6a4
Indiana Jones® and the Staff Of Kings™ v1.17 2024-02-09 ELF relocation HI16/1(16) pair (instead of LO16) at 0888208c / 08882090
Indiana Jones® and the Staff Of Kings™ v1.17 2024-02-09 ELF relocation HI16/1(16) pair (instead of LO16) at 08881db4 / 08881db8
Indiana Jones® and the Staff Of Kings™ v1.17 2024-02-09 ELF relocation HI16/1(16) pair (instead of LO16) at 08881c24 / 08881c28
Indiana Jones® and the Staff Of Kings™ v1.17 2024-02-09 ELF relocation HI16/1(16) pair (instead of LO16) at 08881b98 / 08881b9c
Indiana Jones® and the Staff Of Kings™ v1.17 2024-01-30 WriteToHardware: Invalid address 000000e4 near PC 08a54f58 LR 08a54b7c
Indiana Jones® and the Staff Of Kings™ v1.16.6 2024-01-13 Unimplemented HLE function sceImposeSetHomePopup
Indiana Jones® and the Staff Of Kings™ v1.16.6 2024-01-13 sceKernelCreateThread(name=exception): unsupported attributes 00001007
Indiana Jones® and the Staff Of Kings™ v1.16.6 2024-01-11 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.16.6 2024-01-11 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.16.6 2024-02-27 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 r10p0-00dev0 [Revision 96995]. 01f14444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f14444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(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
Indiana Jones® and the Staff Of Kings™ v1.15.3 2023-12-16 WriteToHardware: Invalid address 000000e4 near PC 08a7152c LR 0890c60c
Indiana Jones® and the Staff Of Kings™ v1.16.6 2023-10-28 WriteToHardware: Invalid address 000000e4 near PC 08a27288 LR 08a2f1ac
Indiana Jones® and the Staff Of Kings™ v1.16.6 2023-10-20 sceKernelLoadModule: unsupported options size=00000014, flags=08d11560, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.16.6 2023-10-20 sceKernelLoadModule: unsupported options size=00000014, flags=08857c2c, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.16.6 2023-10-20 sceKernelLoadModule: unsupported options size=00000014, flags=0892b680, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-10-11 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]. 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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_depthRange; 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; 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); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y)
Indiana Jones® and the Staff Of Kings™ v1.16.6 2023-10-26 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]. 01f14444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f14444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(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 / o
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-08-30 WriteToHardware: Invalid address 000000e4 near PC 08a6282c LR 08a628a0
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-08-15 WriteToHardware: Invalid address 000000e4 near PC 08a71ce0 LR 0891073c
Indiana Jones® and the Staff Of Kings™ v1.13.1 2023-08-08 Failed to read valid video stream data from header
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-07-28 __KernelStopThread: thread 719 does not exist (helper deleted)
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-07-28 __KernelStopThread: thread 685 does not exist (ApctlThread deleted)
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-06-28 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 r6p2-01rel0 [Revision 96995]. 01f14444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f14444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(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 /
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-06-14 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-06-09 00000400=sceGeEdramSetAddrTranslation(00000800)
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-06-09 WriteToHardware: Invalid address 000000e4 near PC 08910898 LR 08910898
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-09-02 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-09-02 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-09-02 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-09-02 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.12.3 2023-06-05 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 r9p0-01rel0 [Revision 96995]. 01f14444:00000b3d 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:1 Cull #version 100 // Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); 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 * 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 * u_matdiffuse) * 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 * u_matdiffuse) * 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(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 || proj
Indiana Jones® and the Staff Of Kings™ v1.14.4 2023-04-30 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
Indiana Jones® and the Staff Of Kings™ v1.14.4 2023-04-30 00000400=sceGeEdramSetAddrTranslation(00001000)
Indiana Jones® and the Staff Of Kings™ v1.14.4 2023-04-19 00000000=sceDisplaySetHoldMode(00000001): unsupported
Indiana Jones® and the Staff Of Kings™ v1.14.4 2023-03-06 sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid)
Indiana Jones® and the Staff Of Kings™ v1.14.4 2023-02-24 WriteToHardware: Invalid address 000000e4 near PC 08a42d70 LR 08a44ad4
Indiana Jones® and the Staff Of Kings™ v1.14.1 2023-01-07 __KernelStopThread: thread 326 does not exist (helper deleted)
Indiana Jones® and the Staff Of Kings™ v1.14.1 2023-01-07 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Indiana Jones® and the Staff Of Kings™ v1.17 2024-02-02 BREAK instruction hit
Indiana Jones® and the Staff Of Kings™ v1.13.2 2022-10-25 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.13.2 2022-10-13 WriteToHardware: Invalid address 000000e4 near PC 0890bb68 LR 0890bb68
Indiana Jones® and the Staff Of Kings™ v1.17.1-35-g0159102a1 2024-04-13 00000400=sceGeEdramSetAddrTranslation(00000400)
Indiana Jones® and the Staff Of Kings™ v1.13.2 2022-09-17 WriteToHardware: Invalid address 000000e4 near PC 08910040 LR 08910898
Indiana Jones® and the Staff Of Kings™ v1.13.1 2022-08-31 WriteToHardware: Invalid address 000000e4 near PC 08a49cdc LR 08a3a43c
Indiana Jones® and the Staff Of Kings™ v1.12.3 2022-07-31 WriteToHardware: Invalid address 000000e4 near PC 08a32208 LR 08a324b8
Indiana Jones® and the Staff Of Kings™ v1.13.1 2022-07-31 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464
Indiana Jones® and the Staff Of Kings™ v1.13.1 2022-07-31 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
Indiana Jones® and the Staff Of Kings™ v1.13.1 2022-07-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
Indiana Jones® and the Staff Of Kings™ v1.10.2 2022-07-20 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08229844, firstSym=082296c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08229854, firstSym=082296e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08229858, firstSym=082296e8, varData=00000000, extra=00000000
Indiana Jones® and the Staff Of Kings™ v1.10.2 2022-07-20 Crazy varData address 01011006, skipping rest of module
Indiana Jones® and the Staff Of Kings™ v1.10.2 2022-07-20 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
Indiana Jones® and the Staff Of Kings™ v1.10.2 2022-07-20 sceSasSetADSRMode(08a86580, 30, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Indiana Jones® and the Staff Of Kings™ v1.10.2 2022-07-20 sceSasSetADSRMode(08a86580, 29, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Indiana Jones® and the Staff Of Kings™ v1.10.2 2022-07-20 sceSasSetADSRMode(08a86580, 28, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Indiana Jones® and the Staff Of Kings™ v1.10.2 2022-07-20 sceSasSetADSRMode(08a86580, 27, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Indiana Jones® and the Staff Of Kings™ v1.10.2 2022-07-20 sceSasSetADSRMode(08a86580, 26, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Indiana Jones® and the Staff Of Kings™ v1.10.2 2022-07-20 sceSasSetADSRMode(08a86580, 25, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Indiana Jones® and the Staff Of Kings™ v1.12.3 2022-06-30 WriteToHardware: Invalid address 000000e4 near PC 08b44568 LR 08b3e5ac
Indiana Jones® and the Staff Of Kings™ v1.12.3 2022-05-19 WriteToHardware: Invalid address 000000e4 near PC 089e9290 LR 089e926c
Indiana Jones® and the Staff Of Kings™ v1.12.3 2022-05-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.12.3 2022-05-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.12.3 2022-05-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
Indiana Jones® and the Staff Of Kings™ v1.12.3 2022-05-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
Indiana Jones® and the Staff Of Kings™ v1.12.3 2022-05-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Indiana Jones® and the Staff Of Kings™ v1.12.3 2022-04-08 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.17 2024-02-01 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.10.3 2022-03-03 Render to area containing texture at 04110000 +256x0
Indiana Jones® and the Staff Of Kings™ v1.10.3 2022-03-03 Rendering to framebuffer offset: 04110000 +256x0
Indiana Jones® and the Staff Of Kings™ v1.10.3 2022-03-03 Inter-buffer memcpy 04000000 -> 04044000
Indiana Jones® and the Staff Of Kings™ v1.10.3 2022-03-03 sceKernelLoadModule: unsupported options size=00000014, flags=08afc3d8, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.10.3 2022-03-03 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
Indiana Jones® and the Staff Of Kings™ v1.10.3 2022-03-03 sceKernelLoadModule: unsupported options size=00000014, flags=0897230c, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.16.6 2024-01-25 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Indiana Jones® and the Staff Of Kings™ v1.12.3 2021-12-13 WriteToHardware: Invalid address 000000e4 near PC 08c1ce0c LR 094553e0
Indiana Jones® and the Staff Of Kings™ v1.10.2 2021-12-09 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
Indiana Jones® and the Staff Of Kings™ v1.10.2 2021-12-09 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 573
Indiana Jones® and the Staff Of Kings™ v1.12.1 2021-10-10 80630006=sceAtracSetData(2, 08e88340, 00008000): invalid RIFF header
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-22 WriteToHardware: Invalid address 000000e4 near PC 08a7be34 LR 08a7c178
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-17 80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-07-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-07-04 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.5.4-998-g08f26439c 2023-07-21 80630006=sceAtracSetData(2, 08ea83c0, 00008000): invalid RIFF header
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-04-01 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-03-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-03-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-05-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-05-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-03-14 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Indiana Jones® and the Staff Of Kings™ v1.15.4 2023-12-14 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 GE Interrupt: newState might be 7
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 GE Interrupt: newState might be 6