Recent logs - Rock Band Unplugged™

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Game title Version Latest Report Message
Rock Band Unplugged™ v1.17.1 2024-06-25 ReadFromHardware: Invalid address 2d434d02 near PC 08945bfc LR 08a0b264
Rock Band Unplugged™ v1.17 2024-05-31 sceDmacMemcpy(dest=08d4a7c0, src=08d54430, size=720): overlapping read
Rock Band Unplugged™ v1.17 2024-05-29 sceDmacMemcpy(dest=08d14ac0, src=08d1eeb0, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-05-26 sceDmacMemcpy(dest=08d14f40, src=08d1f270, size=384): overlapping read
Rock Band Unplugged™ v1.16.6 2024-05-12 sceDmacMemcpy(dest=08d272b0, src=08d30f20, size=384): overlapping read
Rock Band Unplugged™ v1.16.6 2024-05-12 sceDmacMemcpy(dest=08d15390, src=08d1f380, size=384): overlapping read
Rock Band Unplugged™ v1.16.6 2024-05-11 sceDmacMemcpy(dest=08d14940, src=08d1ef70, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-06-01 sceDmacMemcpy(dest=08d4b8d0, src=08d55000, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-04-28 sceDmacMemcpy(dest=08d5c440, src=08d67cf0, size=176): overlapping read
Rock Band Unplugged™ v1.17.1 2024-04-28 sceDmacMemcpy(dest=08d38ba0, src=08d43e10, size=48): overlapping read
Rock Band Unplugged™ v1.17.1 2024-04-28 sceDmacMemcpy(dest=08d15900, src=08d1fa70, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-04-28 sceDmacMemcpy(dest=08d4b510, src=08d555c0, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-04-25 sceDmacMemcpy(dest=08d14ac0, src=08d1e4b0, size=384): overlapping read
Rock Band Unplugged™ v1.8.0 2024-04-20 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 r8p0-00dev0 [Revision 96995]. 01f10444:00000b05 HWX T N LM Fog Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Rock Band Unplugged™ v1.17.1 2024-04-23 sceDmacMemcpy(dest=08d5cf50, src=08d66f40, size=192): overlapping read
Rock Band Unplugged™ v1.17.1 2024-04-13 sceDmacMemcpy(dest=08d153c0, src=08d1f4f0, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-17 sceDmacMemcpy(dest=08d393e0, src=08d43810, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-17 sceDmacMemcpy(dest=08d26cb0, src=08d31be0, size=176): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-16 sceDmacMemcpy(dest=08d4b5d0, src=08d55000, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-15 sceDmacMemcpy(dest=08d14280, src=08d1e830, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-15 sceDmacMemcpy(dest=08d159c0, src=08d1edf0, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-15 sceDmacMemcpy(dest=08d14c40, src=08d1f730, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-14 sceDmacMemcpy(dest=08d14940, src=08d1f5f0, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-13 sceDmacMemcpy(dest=08d266b0, src=08d31c20, size=368): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-13 sceDmacMemcpy(dest=08d14280, src=08d1f570, size=576): overlapping read
Rock Band Unplugged™ v1.17.1 2024-03-12 sceDmacMemcpy(dest=08d390e0, src=08d43a50, size=384): overlapping read
Rock Band Unplugged™ v1.16.6 2024-03-07 sceDmacMemcpy(dest=08d39110, src=08d423c0, size=528): overlapping read
Rock Band Unplugged™ v1.16.6 2024-03-01 sceDmacMemcpy(dest=08d4b210, src=08d55500, size=384): overlapping read
Rock Band Unplugged™ v1.16.6 2024-03-01 sceDmacMemcpy(dest=08d4ae50, src=08d54600, size=384): overlapping read
Rock Band Unplugged™ v1.16.6 2024-02-29 sceDmacMemcpy(dest=08d142f0, src=08d1e2e0, size=656): overlapping read
Rock Band Unplugged™ v1.17.1 2024-02-23 sceDmacMemcpy(dest=08d39920, src=08d43810, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-02-23 sceDmacMemcpy(dest=08d15600, src=08d1f0f0, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-02-22 sceDmacMemcpy(dest=08d4b150, src=08d54680, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-02-22 sceDmacMemcpy(dest=08d397a0, src=08d43690, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-02-22 sceDmacMemcpy(dest=08d14280, src=08d1e8f0, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-02-17 Can't draw: No current render step. Step count: 0
Rock Band Unplugged™ v1.15.4 2023-12-22 sceDmacMemcpy(dest=08d4a790, src=08d55a80, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-12-22 sceDmacMemcpy(dest=08d390e0, src=08d439d0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-12-20 sceDmacMemcpy(dest=08d38c60, src=08d43550, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-12-19 sceDmacMemcpy(dest=08d14280, src=08d1f3b0, size=576): overlapping read
Rock Band Unplugged™ v1.16.6 2023-12-23 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 r5p0-01rel0 [Revision 96995]. 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y)
Rock Band Unplugged™ v1.15.4 2023-12-15 sceDmacMemcpy(dest=08d38960, src=08d43290, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2024-02-27 sceDmacMemcpy(dest=08d159c0, src=08d1fb30, size=176): overlapping read
Rock Band Unplugged™ v1.16 2023-11-27 sceDmacMemcpy(dest=08d5d9d0, src=08d679c0, size=192): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-28 sceDmacMemcpy(dest=08d153c0, src=08d1f770, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-25 sceDmacMemcpy(dest=08d38de0, src=08d436d0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-24 sceDmacMemcpy(dest=08d15540, src=08d1f670, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-24 sceDmacMemcpy(dest=08d14640, src=08d1e870, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2024-02-13 sceDmacMemcpy(dest=08d14a00, src=08d1ed30, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-22 sceDmacMemcpy(dest=08d14640, src=08d1f9b0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-20 sceDmacMemcpy(dest=08d38c60, src=08d42d10, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-19 sceDmacMemcpy(dest=08d4a550, src=08d55800, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-18 sceDmacMemcpy(dest=08d15540, src=08d1fb70, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-18 sceDmacMemcpy(dest=08d14580, src=08d1f2f0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-14 sceDmacMemcpy(dest=08d39020, src=08d43810, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-14 sceDmacMemcpy(dest=08d15600, src=08d1e5b0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-12 sceDmacMemcpy(dest=08d38c60, src=08d42e90, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-08 sceDmacMemcpy(dest=08d15300, src=08d1e870, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-02 sceDmacMemcpy(dest=08d14640, src=08d1e9f0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-10-28 sceDmacMemcpy(dest=08d4ab50, src=08d55200, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-10-28 sceDmacMemcpy(dest=08d4ba50, src=08d54880, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-10-23 sceDmacMemcpy(dest=08d38360, src=08d43bd0, size=240): overlapping read
Rock Band Unplugged™ v1.15.4 2023-12-01 sceDmacMemcpy(dest=08d38c60, src=08d43590, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-18 sceDmacMemcpy(dest=08d14d00, src=08d1f030, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-10-18 sceDmacMemcpy(dest=08d15000, src=08d1f2b0, size=384): overlapping read
Rock Band Unplugged™ v1.16.6 2023-10-15 sceDmacMemcpy(dest=08d27af0, src=08d31b20, size=384): overlapping read
Rock Band Unplugged™ v1.16.5 2023-10-01 sceDmacMemcpy(dest=08d159c0, src=08d1e9b0, size=384): overlapping read
Rock Band Unplugged™ v1.16.6 2024-01-07 sceDmacMemcpy(dest=08d263a0, src=08d30350, size=784): overlapping read
Rock Band Unplugged™ v1.16.2 2023-09-24 sceDmacMemcpy(dest=08d4a6d0, src=08d55300, size=384): overlapping read
Rock Band Unplugged™ v1.16.1 2023-09-19 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00200000:12180000)
Rock Band Unplugged™ v1.16.1 2023-09-19 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000382:12180000)
Rock Band Unplugged™ v1.16.1 2023-09-19 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000082:12984000)
Rock Band Unplugged™ v1.16.1 2023-09-19 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 0000f000:12180000)
Rock Band Unplugged™ v1.16.1 2023-09-19 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000082:12184000)
Rock Band Unplugged™ v1.16.1 2023-09-15 sceDmacMemcpy(dest=08d39620, src=08d42710, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-08-04 sceDmacMemcpy(dest=08d4afd0, src=08d55dc0, size=240): overlapping read
Rock Band Unplugged™ v1.15.4 2023-08-03 sceDmacMemcpy(dest=08d396e0, src=08d43910, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-08-03 sceDmacMemcpy(dest=08d14b80, src=08d1ebb0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-07-22 sceDmacMemcpy(dest=08d14c40, src=08d1f830, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-02-22 sceDmacMemcpy(dest=08d278b0, src=08d317e0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-07-17 sceDmacMemcpy(dest=08d26b30, src=08d30ae0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-07-17 sceDmacMemcpy(dest=08d262f0, src=08d31a60, size=496): overlapping read
Rock Band Unplugged™ v1.15.4 2023-07-17 sceDmacMemcpy(dest=08d14880, src=08d1f3f0, size=384): overlapping read
Rock Band Unplugged™ v1.15.4 2023-11-10 ReadFromHardware: Invalid address 0000434b near PC 08945bfc LR 08a0b264
Rock Band Unplugged™ v1.15.4 2023-07-12 sceDmacMemcpy(dest=08d14280, src=08d1e3b0, size=960): overlapping read
Rock Band Unplugged™ v1.14.4 2023-04-26 sceDmacMemcpy(dest=08d14940, src=08d1f0b0, size=384): overlapping read
Rock Band Unplugged™ v1.14.4 2023-04-02 sceDmacMemcpy(dest=08d156c0, src=08d1e7f0, size=384): overlapping read
Rock Band Unplugged™ v1.14.4 2023-03-11 sceDmacMemcpy(dest=08d14c40, src=08d1ed70, size=384): overlapping read
Rock Band Unplugged™ v1.17.1 2024-04-27 sceDmacMemcpy(dest=08d15b40, src=08d1eff0, size=384): overlapping read
Rock Band Unplugged™ v1.14.4 2023-03-08 sceDmacMemcpy(dest=08d4a9d0, src=08d54b00, size=384): overlapping read
Rock Band Unplugged™ v1.12 2023-03-07 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 r5p0-01rel0 [Revision 96995]. 01f10484:00050b39 HWX C T N LM Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 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
Rock Band Unplugged™ v1.14.4 2023-02-26 sceDmacMemcpy(dest=08d26e30, src=08d30d20, size=384): overlapping read
Rock Band Unplugged™ v1.17.1-334-g1786a4ddb 2024-05-05 Unimplemented HLE function sceHttpsDisableOption
Rock Band Unplugged™ v1.17.1-334-g1786a4ddb 2024-05-05 Unimplemented HLE function sceHttpsEnableOption
Rock Band Unplugged™ v1.17.1-334-g1786a4ddb 2024-05-05 NpSignin Init Params: 00000000, 00000000, 00000000, 00000000
Rock Band Unplugged™ v1.14.4 2023-02-25 __KernelStopThread: thread 441 does not exist (ApctlThread deleted)
Rock Band Unplugged™ v1.12.3 2023-01-08 sceDmacMemcpy(dest=08d4a790, src=08d555c0, size=384): overlapping read
Rock Band Unplugged™ v1.14.4 2023-01-04 sceDmacMemcpy(dest=08d38720, src=08d43190, size=384): overlapping read
Rock Band Unplugged™ v1.13.2 2022-12-03 D3D error in shader compilation: info: C:\Games\PPSSPP\Shader@0x0000025538E3ACE0(137,16-55): error X4505: maximum temp register index exceeded C:\Games\PPSSPP\Shader@0x0000025538E3ACE0(137,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat2 float2x2 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec2 u_fogcoef : register(c18); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec3 u_lightpos0 : register(c24); vec3 u_lightatt0 : register(c32); vec3 u_lightdir0 : register(c28); vec4 u_lightangle_spotCoef0 : register(c36); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_depthRange : register(c52); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec3 normal = In.normal; vec3 position = In.position; vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCo
Rock Band Unplugged™ v1.13.2 2022-11-20 sceDmacMemcpy(dest=08d38720, src=08d430d0, size=384): overlapping read