Recent logs - Tenchu: Shadow Assassins

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Game title Version Latest Report Message
Tenchu: Shadow Assassins v1.17.1 2024-05-24 WriteToHardware: Invalid address 000001f4 near PC 08936b58 LR 08937870
Tenchu: Shadow Assassins v1.17.1 2024-04-22 sceGeBreak(mode=0, unknown=09fff520): unknown ptr (valid)
Tenchu: Shadow Assassins v1.17.1 2024-04-22 sceGeBreak(mode=0, unknown=09fff420): unknown ptr (valid)
Tenchu: Shadow Assassins v1.17.1 2024-04-22 sceGeBreak(mode=0, unknown=09fff410): unknown ptr (valid)
Tenchu: Shadow Assassins v1.11.3 2024-04-03 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 r10p0-00rel0 [Revision 96995]. 01f74444:00004b3d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 TessRevN 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 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 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 vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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; 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 * color0.rgb) * 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); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPo
Tenchu: Shadow Assassins v1.17.1 2024-04-01 Unknown GetPointerWrite 000003a4 PC 08b5ad90 LR 08979e0c
Tenchu: Shadow Assassins v1.17.1 2024-03-27 WriteToHardware: Invalid address df16dff3 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.17.1 2024-03-27 WriteToHardware: Invalid address 40520769 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.17.1 2024-03-11 WriteToHardware: Invalid address 61496a45 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.17.1 2024-03-11 WriteToHardware: Invalid address 21b6b539 near PC 08b16d74 LR 08b16d74
Tenchu: Shadow Assassins v1.17.1 2024-03-09 WriteToHardware: Invalid address 34b204f4 near PC 08b69fd4 LR 08b69fd4
Tenchu: Shadow Assassins v1.17.1 2024-03-09 WriteToHardware: Invalid address 59445b47 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.9.4 2024-03-08 80630006=sceAtracSetData(0, 09a2aca0, 00001000): invalid RIFF header
Tenchu: Shadow Assassins v1.9.4 2024-03-08 80630006=sceAtracSetData(0, 09a2ad60, 00001000): invalid RIFF header
Tenchu: Shadow Assassins v1.9.4 2024-03-08 80630006=sceAtracSetData(0, 09b10d50, 00001000): invalid RIFF header
Tenchu: Shadow Assassins v1.17.1 2024-02-15 Unknown GetPointerWrite 00000034 PC 08b5ad90 LR 08979e0c
Tenchu: Shadow Assassins v1.10.1 2024-01-30 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Tenchu: Shadow Assassins v1.16.6 2024-01-15 Unknown GetPointerWrite 00000284 PC 08979bf4 LR 08979c08
Tenchu: Shadow Assassins v1.16.6 2024-01-06 Unknown GetPointerWrite 00000012 PC 0899c260 LR 0899c284
Tenchu: Shadow Assassins v1.16.6 2024-01-03 WriteToHardware: Invalid address 3e01030f near PC 08b1658c LR 08b1658c
Tenchu: Shadow Assassins v1.16.6 2023-12-23 Unknown GE command : 03e00008
Tenchu: Shadow Assassins v1.16.6 2023-12-23 Unknown GetPointerWrite 519037f0 PC 08979bf4 LR 08979c08
Tenchu: Shadow Assassins v1.17 2024-02-03 Can't draw: No current render step. Step count: 0
Tenchu: Shadow Assassins v1.15.4 2023-12-08 MIPSCompileOp: Invalid instruction 000001ff
Tenchu: Shadow Assassins v1.15.4 2023-12-08 MIPSCompileOp: Invalid instruction 000000ff
Tenchu: Shadow Assassins v1.15.4 2023-12-08 Branch in Jump delay slot at 09ffefe0 in block starting at 09ffefd0
Tenchu: Shadow Assassins v1.15.4 2023-12-08 MIPSCompileOp: Invalid instruction 0005e9fc
Tenchu: Shadow Assassins v1.16.6 2023-12-08 Suspicious address 60655bb4, skipping reloc, type = 2
Tenchu: Shadow Assassins v1.16.6 2023-12-08 Suspicious address 606554c8, skipping reloc, type = 0
Tenchu: Shadow Assassins v1.16.6 2023-12-08 Suspicious address 606554c8, skipping reloc, type = 5
Tenchu: Shadow Assassins v1.16.6 2023-12-08 Suspicious address 400eb2e3, skipping reloc, type = 12
Tenchu: Shadow Assassins v1.16.6 2023-12-08 Bad segment number 198
Tenchu: Shadow Assassins v1.12.3-1071-g830420f0c 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 r5p1-01rel0 [Revision 96995]. 01f74444:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull #version 100 // Mali-450 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 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 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); 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * 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); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; 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 || projPos.x > u_cullRangeMax.x || projPos.y > u_cullR
Tenchu: Shadow Assassins v1.16.6 2023-10-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
Tenchu: Shadow Assassins v1.13.2 2023-10-09 WriteToHardware: Invalid address bd2581b5 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.15.3 2023-09-04 WriteToHardware: Invalid address 000001f4 near PC 08b230d0 LR 08b230b4
Tenchu: Shadow Assassins v1.15.4 2023-08-24 WriteToHardware: Invalid address 0000070c near PC 088327c0 LR 089b93e4
Tenchu: Shadow Assassins v1.15.4 2023-08-23 WriteToHardware: Invalid address 11122424 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.15.4 2023-08-06 Unknown GE command : efe8f7f0
Tenchu: Shadow Assassins v1.15.4-254-ga56f74c8c 2023-07-25 WriteToHardware: Invalid address 12b5fa34 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.12.3 2023-07-14 An uneaten prefix at end of block: 08927e70
Tenchu: Shadow Assassins v1.9.4 2023-06-20 WriteToHardware: Invalid address 42f1e538 near PC 08933220 LR 089330ec
Tenchu: Shadow Assassins v1.15.4 2023-06-17 WriteToHardware: Invalid address 00000b24 near PC 08979788 LR 08979c14
Tenchu: Shadow Assassins v1.12.3 2023-06-10 WriteToHardware: Invalid address 000001d0 near PC 08b5b05c LR 08830904
Tenchu: Shadow Assassins v1.14.4 2023-04-30 WriteToHardware: Invalid address 11c03016 near PC 08b1eaa8 LR 08b1e6c8
Tenchu: Shadow Assassins v1.14.4 2023-04-30 Jump to invalid address: 02f6da60
Tenchu: Shadow Assassins v1.14.4 2023-04-14 WriteToHardware: Invalid address 0082e548 near PC 089315b4 LR 08930928
Tenchu: Shadow Assassins v1.14.4 2023-04-13 WriteToHardware: Invalid address 808cc2b0 near PC 088327c0 LR 089b93e4
Tenchu: Shadow Assassins v1.14.4 2023-04-13 Unknown GetPointerWrite 000008f0 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.14.4 2023-03-15 Unknown GetPointer 00000010 PC 08b5de94 LR 08b5ea20
Tenchu: Shadow Assassins v1.14.4 2023-03-12 WriteToHardware: Invalid address 1d84025f near PC 08b230d0 LR 08b230b4
Tenchu: Shadow Assassins v1.14.4 2023-03-12 WriteToHardware: Invalid address dd81170a near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.14.2 2023-03-01 UI scissor out of bounds in MainScreen: 0,481-540,479 / 960,540
Tenchu: Shadow Assassins v1.14.2 2023-03-01 UI scissor out of bounds in MainScreen: 0,417-540,543 / 960,540
Tenchu: Shadow Assassins v1.14.2 2023-03-01 UI scissor out of bounds in MainScreen: 1155,5-534,299 / 960,540
Tenchu: Shadow Assassins v1.14.2 2023-03-01 UI scissor out of bounds in MainScreen: 0,0-1138,304 / 960,540
Tenchu: Shadow Assassins v1.14.4 2023-02-06 WriteToHardware: Invalid address 5b5b748e near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.14.4 2023-01-17 Jump to invalid address: 05100540 PC 0943d3b8 LR 08a0eac8
Tenchu: Shadow Assassins v1.14.4 2023-01-17 MIPSCompileOp: Invalid instruction 406aaaab
Tenchu: Shadow Assassins v1.14.4 2023-01-17 Jump to invalid address: 0305f9c0 PC 0943d3a0 LR 08a0eac8
Tenchu: Shadow Assassins v1.12.3 2023-06-28 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Tenchu: Shadow Assassins v1.14.4 2023-01-10 Unknown GetPointerWrite 00000034 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.14.2 2023-01-05 UI scissor out of bounds in GameSettingsScreen: 420,0-1720,1080 / 2028,1080
Tenchu: Shadow Assassins v1.11.3 2023-01-03 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
Tenchu: Shadow Assassins v1.11.3 2023-01-03 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
Tenchu: Shadow Assassins v1.13.2 2022-12-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
Tenchu: Shadow Assassins v1.13.2 2022-12-14 Unimplemented HLE function sceUtilityHtmlViewerGetStatus
Tenchu: Shadow Assassins v1.14.4 2023-04-01 Unknown GetPointerWrite 0000000c PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.13.2 2022-12-07 Unknown GetPointerWrite 0000143c PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.13.2 2022-12-06 sceKernelLoadModule: unsupported options size=00000014, flags=08d74120, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.13.2 2022-12-04 Unknown GetPointerWrite 00000250 PC 08979bf4 LR 08979c08
Tenchu: Shadow Assassins v1.16.6 2023-11-02 Unknown GetPointerWrite 00000000 PC 08979bf4 LR 08979c08
Tenchu: Shadow Assassins v1.14.4 2023-04-03 Unknown GetPointerWrite 00001088 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.13.2 2023-01-08 Unknown GetPointerWrite 00000030 PC 08979bf4 LR 08979c08
Tenchu: Shadow Assassins v1.12.3 2022-11-15 WriteToHardware: Invalid address a33974c2 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.13.2 2022-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.13.2 2022-11-08 ReadFromHardware: Invalid address 00000000 near PC 08813b40 LR 089d033c
Tenchu: Shadow Assassins v1.13.2 2022-11-08 ReadFromHardware: Invalid address 000000ac near PC 089d0324 LR 089d0318
Tenchu: Shadow Assassins v1.13.2 2022-11-05 No DL ID available to enqueue
Tenchu: Shadow Assassins v1.11.2 2022-11-04 WriteToHardware: Invalid address 0071e538 near PC 0892bcfc LR 0892bd1c
Tenchu: Shadow Assassins v1.13.2 2022-11-03 80630006=sceAtracSetDataAndGetID(09bda900, 00014000): invalid RIFF header
Tenchu: Shadow Assassins v1.13.2 2022-11-01 Unknown GetPointerWrite 00000030 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.13.2 2022-11-01 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=0
Tenchu: Shadow Assassins v1.15.4 2023-06-15 Unknown GetPointerWrite 00000000 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Branch in Jump delay slot at 09fff550 in block starting at 09fff510
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Jump to invalid address: 025e7740
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Branch in Jump delay slot at 09fff544 in block starting at 09fff510
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Jump to invalid address: 025e7760
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Branch in Jump delay slot at 09fff540 in block starting at 09fff510
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Jump to invalid address: 05cd33c0
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Jump to invalid address: 0506e1d0
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Branch in Jump delay slot at 09fff534 in block starting at 09fff510
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Jump to invalid address: 02f80000
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Branch in Jump delay slot at 09fff530 in block starting at 09fff510
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Jump to invalid address: 025dff60
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Jump to invalid address: 025e4c10
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Branch in Jump delay slot at 09fff520 in block starting at 09fff510
Tenchu: Shadow Assassins v1.13.2 2022-10-17 Jump to invalid address: 04c5ba80
Tenchu: Shadow Assassins v1.13.2 2022-10-17 MIPSCompileOp: Invalid instruction 00064ee8
Tenchu: Shadow Assassins v1.11.2 2022-10-15 WriteToHardware: Invalid address 21b6b539 near PC 08000000 LR 08000000