Recent logs - Spider-Man(TM): Web of Shadows – Amazing Allies Edition

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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