Recent logs - LEGO® Indiana Jones™: The Original Adventures

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Game title Version Latest Report Message
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-06-08 Unknown GE command : 3978ea1d
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-06-06 Branch in Jump delay slot at 08b50040 in block starting at 08b50040
LEGO® Indiana Jones™: The Original Adventures v1.11 2021-06-04 ReadFromHardware: Invalid address 394fb21f near PC 08967358 LR 08967568
LEGO® Indiana Jones™: The Original Adventures v1.11 2021-06-04 ReadFromHardware: Invalid address 394fb225 near PC 08967358 LR 08967568
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-27 ReadFromHardware: Invalid address ef5807a7 near PC ef5807a7 LR ef5807a7
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-25 Jump to invalid address: 066a27c0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-25 Branch in Jump delay slot at 09fff53c in block starting at 09fff490
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-25 Jump to invalid address: 066a2760
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-25 Branch in Jump delay slot at 09fff538 in block starting at 09fff490
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-25 Jump to invalid address: 02cbe4c0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-25 Branch in Jump delay slot at 09fff534 in block starting at 09fff490
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-25 Jump to invalid address: 02ce93b0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-25 Jump to invalid address: 066ce240
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-25 MIPSCompileOp: Invalid instruction 40250f94
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-22 MIPSCompileOp: Invalid instruction 4059d6e6
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-22 MIPSCompileOp: Invalid instruction 0011001f
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-22 Unknown GE command : b7581000
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-22 ReadFromHardware: Invalid address bf2bf0df near PC bf2bf0df LR bf2bf0df
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-05-14 Unknown GE command : ed9a5a2c
LEGO® Indiana Jones™: The Original Adventures v1.10.3-1614-g3aa099f2d 2021-04-30 Branch in Jump delay slot at 08b50070 in block starting at 08b50040
LEGO® Indiana Jones™: The Original Adventures v1.10.3-1614-g3aa099f2d 2021-04-30 MIPSCompileOp: Invalid instruction 6e756f68
LEGO® Indiana Jones™: The Original Adventures v1.10.3-1614-g3aa099f2d 2021-04-30 MIPSCompileOp: Invalid instruction 6b6b0000
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 MIPSCompileOp: Invalid instruction 00000145
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 036cf6c0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 063c3500
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 03c2c840
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 036cf3c0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 036cf3e0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 036d2240
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-12 Unknown GetPointer 00000000 PC 089270e4 LR 089b7830
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-10 Branch in Jump delay slot at 08b50040 in block starting at 08b50000
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-10 Unknown GE command : 03031343
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Branch in Jump delay slot at 09ffbdb0 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 07fef880
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 MIPSCompileOp: Invalid instruction b31dd0fe
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Branch in Jump delay slot at 09ffb3f8 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Branch in Jump delay slot at 09ffb3f4 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 02054610
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Branch in Jump delay slot at 09ffb3c8 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Branch in Jump delay slot at 09ffb3c4 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 MIPSCompileOp: Invalid instruction 0000003b
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 021b01d0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Branch in Jump delay slot at 09ffb3a0 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 03b565c0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Branch in Jump delay slot at 09ffb394 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 03700800
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 027c5630
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Branch in Jump delay slot at 09ffb308 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 075e6020
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 075e56c0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 0614d5c0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Branch in Jump delay slot at 09ffb1ac in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 026dd130
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Branch in Jump delay slot at 09ffb1a8 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 026dd490
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Branch in Jump delay slot at 09ffb1a4 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Branch in Jump delay slot at 09ffb198 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 03c2cd50
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 03700500
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Branch in Jump delay slot at 09ffb18c in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 03700520
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Branch in Jump delay slot at 09ffb188 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-03-15 Jump to invalid address: 03703380
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 07fec980
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 07fed0c0
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Branch in Jump delay slot at 09ffb164 in block starting at 09ffb100
LEGO® Indiana Jones™: The Original Adventures v1.11.3 2021-04-19 Jump to invalid address: 07fec988
LEGO® Indiana Jones™: The Original Adventures v1.11.2 2021-03-15 Unknown GetPointer 00000000 PC 08967358 LR 08967568
LEGO® Indiana Jones™: The Original Adventures v1.11.2 2021-03-10 No DL ID available to enqueue
LEGO® Indiana Jones™: The Original Adventures v1.11.2 2021-03-10 Unexpected mpeg first timestamp: 803f0000 / 2151612416
LEGO® Indiana Jones™: The Original Adventures v1.11.2 2021-03-05 Bad bounding box data: 5bcd15
LEGO® Indiana Jones™: The Original Adventures v1.11.2 2021-03-05 Unknown GE command : 2979202c
LEGO® Indiana Jones™: The Original Adventures v1.11.2 2021-02-19 Unknown GetPointer 00000000 PC 089270ec LR 089b7830
LEGO® Indiana Jones™: The Original Adventures v1.10.3 2020-12-14 BJUMP to illegal address 0096823c - ignoring! data=96823c
LEGO® Indiana Jones™: The Original Adventures v1.10.3 2020-10-19 RET: Stack empty!
LEGO® Indiana Jones™: The Original Adventures v1.10.2 2020-09-12 Garbage libstub address or end
LEGO® Indiana Jones™: The Original Adventures v1.10 2020-09-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
LEGO® Indiana Jones™: The Original Adventures v1.10 2020-09-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
LEGO® Indiana Jones™: The Original Adventures v1.10 2020-09-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2
LEGO® Indiana Jones™: The Original Adventures v1.10.3 2021-05-05 Render to area containing texture at 04088000 +0x14
LEGO® Indiana Jones™: The Original Adventures v1.10.3 2020-12-15 Render to area containing texture at 04088000 +0x255
LEGO® Indiana Jones™: The Original Adventures v1.9.4 2020-06-11 Video out requested, not supported: mode=0 size=0,0
LEGO® Indiana Jones™: The Original Adventures v1.9.4 2020-05-18 80630006=sceAtracSetData(0, 08cc6440, 00020000): invalid RIFF header
LEGO® Indiana Jones™: The Original Adventures v1.9.4 2020-05-23 80630006=sceAtracSetData(1, 08ce6480, 00020000): invalid RIFF header
LEGO® Indiana Jones™: The Original Adventures v1.9.3 2020-03-22 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:05200000 Fog StenToAlpha Sten0 #version 110 #define lowp #define mediump #define highp varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, 0.0); } vs: 01700111:00000b04 HWX T N Fog Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
LEGO® Indiana Jones™: The Original Adventures v1.9.3 2020-03-22 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0520d022 Tex TexAlpha Fog StenToAlpha Sten0 TFuncMod AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = vec4(v.rgb, 0.0); } vs: 01700111:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #version 110 #define lowp #define mediump #define highp 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 mediump vec3 v_texcoord; varying 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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; 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_cull
LEGO® Indiana Jones™: The Original Adventures v1.9.3 2020-03-22 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0520d000 Fog StenToAlpha Sten0 AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = vec4(v.rgb, 0.0); } vs: 01700111:00000b04 HWX T N Fog Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
LEGO® Indiana Jones™: The Original Adventures v1.9.3 2020-06-05 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0500d000 StenToAlpha Sten0 AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = vec4(v.rgb, 0.0); } vs: 01700111:00000b00 HWX T N Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
LEGO® Indiana Jones™: The Original Adventures v1.9.3 2020-06-05 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0000d000 AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01700111:00000b00 HWX T N Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
LEGO® Indiana Jones™: The Original Adventures v1.9.3 2020-06-05 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0500d022 Tex TexAlpha StenToAlpha Sten0 TFuncMod AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = vec4(v.rgb, 0.0); } vs: 01700111:00000b10 HWX T N Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #version 110 #define lowp #define mediump #define highp 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying 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); vec4 outPos = 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
LEGO® Indiana Jones™: The Original Adventures v1.9.4 2021-03-02 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
LEGO® Indiana Jones™: The Original Adventures v1.9.4 2020-02-12 GL ran out of GPU memory; switching to low memory mode
LEGO® Indiana Jones™: The Original Adventures v1.9.3-160-g70ddfc7c8 2019-12-26 Unknown texture format 12
LEGO® Indiana Jones™: The Original Adventures v1.8.0 2019-12-04 Unexpected mpeg first timestamp: 6eddd3e83b3 / 7618688877491
LEGO® Indiana Jones™: The Original Adventures v1.9.3-80-g73bf6098e 2019-11-12 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
LEGO® Indiana Jones™: The Original Adventures v1.9.3-80-g73bf6098e 2019-11-12 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
LEGO® Indiana Jones™: The Original Adventures v1.9.3-80-g73bf6098e 2019-11-12 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
LEGO® Indiana Jones™: The Original Adventures v1.9.3-80-g73bf6098e 2019-11-12 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
LEGO® Indiana Jones™: The Original Adventures v1.9.4 2020-01-21 Savedata version requested on save: 3
LEGO® Indiana Jones™: The Original Adventures v1.9.4 2021-06-07 Unknown GetPointer 00000000 PC 08ae0b6c LR 08000030