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Game title |
Version |
Latest Report |
Message |
Indiana Jones® and the Staff Of Kings™ |
v1.18.1 |
2025-01-08 |
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 r8p1-00rel0 [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 |
Indiana Jones® and the Staff Of Kings™ |
v1.18.1 |
2025-01-08 |
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 r8p1-00rel0 [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 |
Indiana Jones® and the Staff Of Kings™ |
v1.18.1 |
2025-01-04 |
Failed decrypting the PRX (ret = -1, size = 8280501, psp_size = 8280848)! |
Indiana Jones® and the Staff Of Kings™ |
v1.11.3 |
2024-12-24 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136 |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1 |
2024-12-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2 |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1 |
2024-10-14 |
sceGeBreak(mode=0, unknown=090c3ce8): unknown ptr (valid) |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1 |
2024-12-24 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2 |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1 |
2024-09-17 |
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-450 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™ |
v1.17.1-980-gabaea0197b |
2024-09-11 |
sceKernelCreateThread(name=update_thread): unsupported attributes a0000000 |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1-980-gabaea0197b |
2024-09-11 |
Unimplemented HLE function sceKernelStopUnloadSelfModule |
Indiana Jones® and the Staff Of Kings™ |
v1.10.3 |
2024-08-21 |
FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000 |
Indiana Jones® and the Staff Of Kings™ |
v1.10.3 |
2024-07-29 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520 |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1 |
2024-07-26 |
Unexpected mpeg first timestamp: 0 / 0 |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1 |
2024-06-27 |
An uneaten prefix at end of block: 08927e70 |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1-980-gabaea0197b |
2024-09-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2 |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1 |
2024-06-27 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
Indiana Jones® and the Staff Of Kings™ |
v1.10.2 |
2024-05-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a87160, pos=0, access=1, data=2, text=2 |
Indiana Jones® and the Staff Of Kings™ |
v1.17.1 |
2024-04-20 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
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™ |
v1.17.1 |
2024-10-03 |
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™ |
v1.13.2-1944-g3e481634a |
2024-12-17 |
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™ |
v1.17.1 |
2024-07-30 |
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™ |
v1.18.1 |
2025-01-12 |
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 |
2024-07-29 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464 |
Indiana Jones® and the Staff Of Kings™ |
v1.13.1 |
2024-07-29 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000 |
Indiana Jones® and the Staff Of Kings™ |
v1.13.1 |
2024-07-29 |
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 |