Recent logs - Star Wars: The Force Unleashed

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Star Wars: The Force Unleashed v1.9.4 2020-02-24 Unknown GetPointer 00000000 PC 08b8688c LR 08b8688c
Star Wars: The Force Unleashed v1.9.4 2020-02-21 WriteToHardware: Invalid address 00000470 near PC 08b7fe74 LR 08b8258c
Star Wars: The Force Unleashed v1.9.4 2020-02-17 80630006=sceAtracSetDataAndGetID(086a3d80, 0009011c): invalid RIFF header
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-02-12 __KernelStopThread: thread 1372 does not exist
Star Wars: The Force Unleashed v1.9.4 2020-02-01 WriteToHardware: Invalid address 000020ec near PC 08aa65b4 LR 08aa65b4
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 867 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 869 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 1128 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 1126 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-23 __KernelStopThread: thread 545 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-23 __KernelStopThread: thread 543 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-23 __KernelStopThread: thread 593 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-23 __KernelStopThread: thread 591 does not exist
Star Wars: The Force Unleashed v1.9.4 2020-01-20 WriteToHardware: Invalid address 000020ec near PC 08b74774 LR 08b74774
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 2510 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 2507 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 530 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 1487 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-19 __KernelStopThread: thread 1490 does not exist
Star Wars: The Force Unleashed v1.9.4 2020-01-07 Unknown GetPointer 25bd9280 PC 08b35ea0 LR 08b35eb0
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-03 __KernelStopThread: thread 1399 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-03 __KernelStopThread: thread 1587 does not exist
Star Wars: The Force Unleashed v1.7.4 2019-12-29 WriteToHardware: Invalid address 000020ec near PC 08bf8db8 LR 08bd7424
Star Wars: The Force Unleashed v1.8.0 2019-12-21 WriteToHardware: Invalid address 000018f4 near PC 08bd7448 LR 08bd7424
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-12-16 __KernelStopThread: thread 3224 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-12-16 __KernelStopThread: thread 2947 does not exist
Star Wars: The Force Unleashed v1.6.3-432-gfd6c3145d 2019-12-15 Error in shader program link: info: (unknown reason) fs: 00000000:0081d022 Tex TexAlpha 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01814000:00000b18 HWX C T N Tex Light: 3: c:0 t:1 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Star Wars: The Force Unleashed v1.6.3-432-gfd6c3145d 2019-12-15 Error in shader program link: info: (unknown reason) fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01814000:00000b18 HWX C T N Tex Light: 3: c:0 t:1 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Star Wars: The Force Unleashed v1.6.3-432-gfd6c3145d 2019-12-15 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d002 Tex Fog 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01814000:00000b1c HWX C T N Fog Tex Light: 3: c:0 t:1 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Star Wars: The Force Unleashed v1.6.3-432-gfd6c3145d 2019-12-15 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01814000:00000b1c HWX C T N Fog Tex Light: 3: c:0 t:1 MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Star Wars: The Force Unleashed v1.6.3-432-gfd6c3145d 2019-12-15 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01924001:00000b1c HWX C T N Fog Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:2 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Star Wars: The Force Unleashed v1.6.3-432-gfd6c3145d 2019-12-15 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d002 Tex Fog 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01924001:00000b1c HWX C T N Fog Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:2 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Star Wars: The Force Unleashed v1.6.3-432-gfd6c3145d 2019-12-15 Error in shader program link: info: (unknown reason) fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01924001:00000b1c HWX C T N Fog Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:2 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Star Wars: The Force Unleashed v1.6.3-432-gfd6c3145d 2019-12-15 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01924001:00000b1c HWX C T N Fog Tex Light: 0: c:1 t:0 3: c:0 t:1 MatUp:2 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-11-25 __KernelStopThread: thread 2604 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-11-25 __KernelStopThread: thread 2605 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-11-24 __KernelStopThread: thread 1976 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-11-24 __KernelStopThread: thread 2048 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-31 __KernelStopThread: thread 365 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2020-01-31 __KernelStopThread: thread 342 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-11-23 __KernelStopThread: thread 363 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-11-22 __KernelStopThread: thread 1387 does not exist
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-11-22 __KernelStopThread: thread 1403 does not exist
Star Wars: The Force Unleashed v1.9.3 2019-11-21 WriteToHardware: Invalid address 000020ec near PC 08b83104 LR 08b83104
Star Wars: The Force Unleashed v1.9.3-80-g73bf6098e 2019-11-20 __KernelStopThread: thread 554 does not exist
Star Wars: The Force Unleashed v1.9.4 2019-11-20 Jump to invalid address: 07ff4880
Star Wars: The Force Unleashed v1.9.4 2019-12-05 Unknown GetPointer 00000000 PC 08000000 LR 08000010
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-11-02 WriteToHardware: Invalid address 00027f08 near PC 08b88740 LR 08b88740
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-11-07 Error in shader program link: info: (unknown reason) fs: 00000000:0d000002 Tex StenToAlpha StenKeep TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-10-28 WriteToHardware: Invalid address 00000000 near PC 08b30bb8 LR 00000000
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-10-28 WriteToHardware: Invalid address 000003c0 near PC 08b30bb8 LR 00000000
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-10-28 Unknown GetPointer 000002d0 PC 08b30bb8 LR 00000000
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-10-28 Error in shader program link: info: (unknown reason) fs: 00004000:0d000000 Flat StenToAlpha StenKeep #version 300 es precision lowp float; flat in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = vec4(v.rgb, 0.0); } vs: 40000000:0000000a THR C Flat #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Star Wars: The Force Unleashed v1.6.3-432-gfd6c3145d 2019-10-03 Error in shader program link: info: (unknown reason) fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00090b5c HWX C T N Fog Tex TexProjNNrm UVMtx Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Star Wars: The Force Unleashed v1.9.4 2019-11-26 Unknown GetPointer 00000000 PC 08b86044 LR 08b86044
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-09-22 WriteToHardware: Invalid address 012b6274 near PC 08b88740 LR 08b88740
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-09-22 WriteToHardware: Invalid address 00c9c638 near PC 08b88740 LR 08b88740
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-09-22 WriteToHardware: Invalid address 0091e49c near PC 08b88740 LR 08b88740
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-09-21 WriteToHardware: Invalid address 004e24b0 near PC 08b88740 LR 08b88740
Star Wars: The Force Unleashed v1.6.3-492-g9fddfff66 2019-09-21 WriteToHardware: Invalid address 0015b6a4 near PC 08b88740 LR 08b88740
Star Wars: The Force Unleashed v1.8.0 2019-09-18 ReadFromHardware: Invalid address 124197ca near PC 08b7be04 LR 08b34c0c
Star Wars: The Force Unleashed v1.8.0 2019-09-04 Branch in Jump delay slot at 08801034 in block starting at 08801034
Star Wars: The Force Unleashed v1.8.0 2019-09-01 WriteToHardware: Invalid address 00000470 near PC 08b830e4 LR 08b830e4
Star Wars: The Force Unleashed v1.8.0 2019-08-25 WriteToHardware: Invalid address 000020ec near PC 08bd7448 LR 08bd7424
Star Wars: The Force Unleashed v1.5.4 2019-08-23 WriteToHardware: Invalid address 000020ec near PC 08b34fa0 LR 08b34964
Star Wars: The Force Unleashed v1.8.0 2019-08-12 Unknown GetPointer 00000000 PC 08b86e2c LR 08b86e2c
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 432b7cba
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 422242e8
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 4325a917
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 431c1d10
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 4300cfee
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 46094d4b
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 4609dda7
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 42cd2f2d
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 459663bd
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 42ccee5a
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 431cc615
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 42b3e95e
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 4254795e
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 43612a6e
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 4365510b
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 42e0cf21
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 42ab502a
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 4314c9d6
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 429bf297
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 433bb46e
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 42d4a509
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 419da180
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 41f58636
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 43010dd3
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 4608fddc
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 43393690
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 410c846c
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 42c7bf80
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 4609f6aa
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 461331e1
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 4596f3f0
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 42b0bbbb
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 40bd9942
Star Wars: The Force Unleashed v1.8.0 2019-08-06 MIPSCompileOp: Invalid instruction 42f88765