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 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.6 |
2023-12-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000005, pos=0, access=1, data=1, text=1 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.5.2 |
2023-12-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'u_proj' : undeclared identifier
ERROR: 1 compilation errors. No code generated.
/ code: #version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp 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;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.13.1 |
2023-11-27 |
FBO using existing buffer as depthbuffer, 04000000/04088000 and 04088000/00000000 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.13.1 |
2023-11-27 |
FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/00000000 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.6 |
2023-11-29 |
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 r6p0-01rel0 [Revision 96995].
01f10444:00090b20 HWX T N TexProjNNrm UVMtx 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))
// 01f10444:00090b20 HWX T N TexProjNNrm UVMtx 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 mediump mat4 u_texmtx;
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 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_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
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 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.6 |
2023-11-22 |
__KernelStopThread: thread 360 does not exist (helper deleted) |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.6 |
2023-11-18 |
Can't draw: No current render step. Step count: 0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.6 |
2023-11-14 |
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].
01f14444:00050b28 HWX C T N TexProjUV UVMtx 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))
// 01f14444:00050b28 HWX C T N TexProjUV UVMtx 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;
attribute 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 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 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 = color0;
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_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.6 |
2023-11-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.6 |
2023-11-05 |
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 r6p2-01rel0 [Revision 96995].
01f14444:00050b28 HWX C T N TexProjUV UVMtx 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))
// 01f14444:00050b28 HWX C T N TexProjUV UVMtx 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;
attribute 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 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 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 = color0;
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_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.6 |
2023-11-02 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.6 |
2023-11-02 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.6.3-312-g31646d6c8 |
2023-11-02 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0080f002 Tex 2x TFuncMod AlphaTest >=
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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 = vec4(t.rgb * p.rgb, p.a);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 01010000:00000b18 HWX C T N Tex 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 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;
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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.6.3-312-g31646d6c8 |
2023-11-01 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
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 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01710044:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform 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_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
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;
}
|
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.6.3-312-g31646d6c8 |
2023-11-01 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
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: 01710044:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform 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_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
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;
}
|
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-10-18 |
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].
01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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))
// 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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 mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
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;
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
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_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
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) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
|
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.1 |
2023-10-17 |
Error in shader compilation: info: Fragment shader compilation failed.
Internal compiler error: unexpected operator
101c2286:0100000e Tex FragUber WriteMask ReplaceBlend_6A:10_B:8_Eq:0 StenToAlpha StenUniform TFuncRepl
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 101c2286:0100000e Tex FragUber WriteMask ReplaceBlend_6A:10_B:8_Eq:0 StenToAlpha StenUniform TFuncRepl
precision highp int;
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform sampler2D fbotex;
uniform vec3 u_blendFixA;
uniform uint u_colorWriteMask;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
uint packUnorm4x8R(vec4 v) {
highp vec4 f = clamp(v, 0.0, 1.0);
uvec4 u = uvec4(255.0 * f);
return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u);
}
vec4 unpackUnorm4x8R(highp uint x) {
highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu);
highp vec4 f = vec4(u);
return f * (1.0 / 255.0);
}
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 r = t;
r.a = mix(r.a, p.a, u_texNoAlphaMul.x);
vec4 v = r;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
v.rgb = v.rgb * u_blendFixA + destColor.rgb * destColor.aaa * 2.0;
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
highp uint v32 = packUnorm4x8R(fragColor0);
highp uint d32 = packUnorm4x8R(destColor);
v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
fragColor0 = unpackUnorm4x8R(v32);
}
|
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-10-14 |
__KernelStopThread: thread 359 does not exist (helper deleted) |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.3 |
2023-10-01 |
Failed decrypting the PRX (ret = -1, size = 4206373, psp_size = 4206720)! |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe40c in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe3f8 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe3f4 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe3e8 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe3e4 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 07ff92b0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 023a32b0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe3d8 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 023a32d0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe3d4 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 0230a6c0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe3d0 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 07ff95c0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 00020b7d |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 0003ab28 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 0000cd4e |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 002608f8 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 029bb640 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe35c in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 0207b330 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe358 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe354 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 0207b370 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe350 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 0207b8a0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 07ff8e90 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe344 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe338 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 020781b0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe334 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 07ff8e80 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 04eb3680 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe328 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 04fee480 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 435f6e44 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 456db812 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 03e0ce50 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 4d7c4383 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 0502ea00 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 42b8bdcd |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 42369e79 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 422a60a6 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 0216d2e0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe2d4 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe2d0 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 04fe2f80 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe2cc in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 04ffcd80 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe2c8 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 02c56f20 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
MIPSCompileOp: Invalid instruction 000000ba |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 07ff9280 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 04e3cb50 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe2b4 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 03572440 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe2b0 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 02328010 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 02146c10 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe2a4 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Jump to invalid address: 07e9b2c0 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-23 |
Branch in Jump delay slot at 09ffe2a0 in block starting at 09ffe260 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.2 |
2023-09-21 |
Normal projection mapping without normal? |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.16.1 |
2023-09-18 |
WriteToHardware: Invalid address 00000498 near PC 08ad4e80 LR 08ad4f74 |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08bd5600, 0000bca0): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08bd5600, 00007fe0): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08bd5600, 000013e0): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08bd5600, 000031e0): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.4 |
2023-09-08 |
sceGeBreak(mode=0, unknown=08b90d1c): unknown ptr (valid) |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.11.3 |
2023-08-20 |
WriteToHardware: Invalid address 00000498 near PC 08a259cc LR 08976acc |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.3 |
2023-08-16 |
sceSasSetADSRMode(08a86580, 30, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.3 |
2023-08-16 |
sceSasSetADSRMode(08a86580, 29, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.3 |
2023-08-16 |
sceSasSetADSRMode(08a86580, 28, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.3 |
2023-08-16 |
sceSasSetADSRMode(08a86580, 27, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.15.3 |
2023-08-16 |
sceSasSetADSRMode(08a86580, 26, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |