Recent logs - Tenchu: Shadow Assassins

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Game title Version Latest Report Message
Tenchu: Shadow Assassins v1.10.3 2020-12-02 Unexpected mpeg first timestamp: 4f20531c410 / 5437515744272
Tenchu: Shadow Assassins v1.10.3 2020-12-02 Unexpected mpeg first timestamp: 9e47abfe2f3 / 10876916589299
Tenchu: Shadow Assassins v1.10.3 2020-12-02 Unexpected mpeg first timestamp: d11e4005312 / 14370490831634
Tenchu: Shadow Assassins v1.10.3 2020-12-02 Unexpected mpeg first timestamp: cf921f30792 / 14264155965330
Tenchu: Shadow Assassins v1.10.3 2020-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=08806498, pos=0, access=1, data=2, text=2
Tenchu: Shadow Assassins v1.10.3 2020-11-23 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
Tenchu: Shadow Assassins v1.10.3 2020-11-23 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
Tenchu: Shadow Assassins v1.10.3 2020-11-09 Jump to invalid address: 00000000
Tenchu: Shadow Assassins v1.10.3 2020-11-09 Jump to invalid address: 002a25bc
Tenchu: Shadow Assassins v1.10.3 2020-11-09 Jump to invalid address: 002a4b50
Tenchu: Shadow Assassins v1.10.3 2020-11-09 Jump to invalid address: 002e07ac
Tenchu: Shadow Assassins v1.10.3 2020-11-09 Jump to invalid address: 002a4ce0
Tenchu: Shadow Assassins v1.10.3 2020-11-09 Jump to invalid address: 002a6c94
Tenchu: Shadow Assassins v1.10.3 2020-11-09 Jump to invalid address: 00001514
Tenchu: Shadow Assassins v1.10.3 2020-11-08 WriteToHardware: Invalid address e0cbdda2 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.10.3 2020-11-03 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 r9p0-01rel0 [Revision 96995]. 01f74444:00000b1d 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 #version 100 precision highp float; 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 = (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 * 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 = vec3(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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Tenchu: Shadow Assassins v1.10.3 2020-10-31 00000000=sceDisplaySetHoldMode(00000001): unsupported
Tenchu: Shadow Assassins v1.10.3 2020-10-15 WriteToHardware: Invalid address 31a1e569 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.10.3 2020-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.10.3 2020-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
Tenchu: Shadow Assassins v1.10.3 2020-11-13 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.10.3 2020-10-13 Ignoring possible render to texture at 04174000 +0x128 / 64x272
Tenchu: Shadow Assassins v1.10.3 2020-10-13 Attempted set for logic op: f
Tenchu: Shadow Assassins v1.10.3 2020-11-13 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
Tenchu: Shadow Assassins v1.10.3 2020-10-09 80020001=sceKernelCreateMutex(): invalid name
Tenchu: Shadow Assassins v1.10.3 2020-10-07 1 depal unsupported: shift=8 mask=ff offset=0
Tenchu: Shadow Assassins v1.10.3 2020-10-07 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/04110000
Tenchu: Shadow Assassins v1.10.3 2020-09-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120
Tenchu: Shadow Assassins v1.10.3 2020-10-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
Tenchu: Shadow Assassins v1.10.3 2020-09-23 Error in shader compilation: info: 0:97: L0002: Undeclared variable 'null' 0:100: L0002: Undeclared variable 'null' 0:103: L0002: Undeclared variable 'null' 0:106: L0002: Undeclared variable 'null' 0:109: L0002: Undeclared variable 'null' 0:112: L0002: Undeclared variable 'null' 0:115: L0002: Undeclared variable 'null' 0:118: L0002: Undeclared variable 'null' 0:121: L0002: Undeclared variable 'null' 0:124: L0002: Undeclared variable 'null' 0:127: L0002: Undeclared variable 'null' 0:130: L0002: Undeclared variable 'null' 0:133: L0002: Undeclared variable 'null' 0:136: L0002: Undeclared variable 'null' 0:139: L0002: Undeclared variable 'null' 0:142: L0002: Undeclared variable 'null' 0:143: L0002: Undeclared variable 'null' 0:144: L0002: Undeclared variable 'null' 0:145: L0002: Undeclared variable 'basis_u' 0:146: L0002: Undeclared variable 'basis' 80000000:00000b18 HWX C T N Tex Bezier #version 100 precision highp float; 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 lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } mat4 outerProduct(vec4 u, vec4 v) { return mat4(u * v[0], u * v[1], u * v[2], u * v[3]); } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_po
Tenchu: Shadow Assassins v1.10.3 2020-11-13 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Tenchu: Shadow Assassins v1.10.3 2020-09-17 WriteToHardware: Invalid address 1989c88b near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.10.3 2020-11-13 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Tenchu: Shadow Assassins v1.10.3 2020-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfe44, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.10.3 2020-09-08 WriteToHardware: Invalid address 3f1283e6 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.8.0 2020-09-03 WriteToHardware: Invalid address c4993ab1 near PC 0899ab78 LR 0899ac5c
Tenchu: Shadow Assassins v1.10.3 2020-08-29 WriteToHardware: Invalid address 5f736788 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.10.3 2020-08-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
Tenchu: Shadow Assassins v1.10.2 2020-08-15 Inter-buffer memcpy 04000000 -> 089b73c0
Tenchu: Shadow Assassins v1.10.2 2020-08-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Tenchu: Shadow Assassins v1.10.2 2020-08-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
Tenchu: Shadow Assassins v1.10.3 2020-08-14 sceGeBreak(mode=0, unknown=09fff4e0): unknown ptr (valid)
Tenchu: Shadow Assassins v1.9.4 2020-08-14 80630006=sceAtracSetData(0, 09b10c60, 00001000): invalid RIFF header
Tenchu: Shadow Assassins v1.10.3 2020-08-12 WriteToHardware: Invalid address 00000290 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.10.3 2020-10-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
Tenchu: Shadow Assassins v1.10.3 2020-11-13 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Tenchu: Shadow Assassins v1.10.3 2020-08-02 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08227844, firstSym=082276c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227854, firstSym=082276e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227858, firstSym=082276e8, varData=00000000, extra=00000000
Tenchu: Shadow Assassins v1.10.3 2020-08-02 Crazy varData address 01011006, skipping rest of module
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
Tenchu: Shadow Assassins v1.10.3 2020-08-02 sceKernelLoadModule: unsupported options size=00000014, flags=0000a018, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.10.3 2020-11-13 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
Tenchu: Shadow Assassins v1.10.3 2020-11-13 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
Tenchu: Shadow Assassins v1.10.3 2020-09-16 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Tenchu: Shadow Assassins v1.10.3 2020-07-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.10.2 2020-07-25 WriteToHardware: Invalid address 0071e53a near PC 089388c0 LR 089388e8
Tenchu: Shadow Assassins v1.10.2 2020-07-23 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/0c120e1d, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/68d42328, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/9553cc91, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/5b70fcc1, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/5f457515, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/7c0e7ac3, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/4e624a34, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/971a3a90, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/a83f7113, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/0ba514e5, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/7491c438, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.2 2020-07-23 Ignoring func export scePsmf/eaed89cd, already implemented in HLE.
Tenchu: Shadow Assassins v1.10.1 2020-07-05 Unknown GetPointer 00000000 PC 08b34c68 LR 08b34c68
Tenchu: Shadow Assassins v1.9.4 2020-07-02 Unknown GetPointer 00000002 PC 08b5de94 LR 08b5ea20
Tenchu: Shadow Assassins v1.9.3 2020-06-18 WriteToHardware: Invalid address 413c4f4c near PC 089cf948 LR 08808a0c
Tenchu: Shadow Assassins v1.9.4 2020-06-18 WriteToHardware: Invalid address 0f121356 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.9.4 2020-06-15 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 r6p1-01rel0 [Revision 96995]. 05f74444:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 2 #version 100 precision highp float; attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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 = vec3(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.
Tenchu: Shadow Assassins v1.9.4 2020-06-01 WriteToHardware: Invalid address c32201c6 near PC 08931600 LR 08931600
Tenchu: Shadow Assassins v1.9.4 2020-11-02 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]. 05f74444:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 2 #version 100 precision highp float; attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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 = vec3(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
Tenchu: Shadow Assassins v1.9.4 2020-05-25 WriteToHardware: Invalid address 2dd44340 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.9.4 2020-05-24 Lots of blits needed for obscure blending: 28 per frame, blend 0/0/5
Tenchu: Shadow Assassins v1.9.4 2020-08-23 Render to area containing texture at 04162000 +256x0