Recent logs - Tenchu: Shadow Assassins

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Game title Version Latest Report Message
Tenchu: Shadow Assassins v1.13.2 2022-11-24 Unknown GetPointerWrite 00001088 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.13.1 2022-11-18 Unknown GetPointerWrite 00000030 PC 08979bf4 LR 08979c08
Tenchu: Shadow Assassins v1.12.3 2022-11-17 __KernelStopThread: thread 367 does not exist
Tenchu: Shadow Assassins v1.12.3 2022-11-17 FBO created from existing depthbuffer as color, 04088000/00000000 and 04154000/04088000
Tenchu: Shadow Assassins v1.12.3 2022-11-17 FBO created from existing depthbuffer as color, 04088000/00000000 and 041dc000/04088000
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 v1.13.1 2022-10-28 Unknown GetPointerWrite 00000000 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.13.2 2022-11-03 __KernelStopThread: thread 338 does not exist
Tenchu: Shadow Assassins v1.13.2 2022-10-27 __KernelStopThread: thread 334 does not exist
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
Tenchu: Shadow Assassins v1.13.2 2022-10-15 GE Interrupt: newState might be 1
Tenchu: Shadow Assassins v1.13.2 2022-10-15 GE Interrupt: newState might be 0
Tenchu: Shadow Assassins v1.13.2 2022-10-13 WriteToHardware: Invalid address 000001f4 near PC 0893ae1c LR 0893ae1c
Tenchu: Shadow Assassins v1.13.2 2022-10-08 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 r8p0-01rel0 [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_cu
Tenchu: Shadow Assassins v1.13.2 2022-10-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Tenchu: Shadow Assassins v1.13.2 2022-11-05 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.13.2 2022-10-05 __KernelStopThread: thread 308 does not exist
Tenchu: Shadow Assassins v1.13.2 2022-10-05 Failed to read valid video stream data from header
Tenchu: Shadow Assassins v1.13.2 2022-10-05 Could not setup streams, unexpected stream count: 13414
Tenchu: Shadow Assassins v1.13.2 2022-10-05 Unexpected mpeg first timestamp: d59a080000 / 917412249600
Tenchu: Shadow Assassins v1.13.2 2022-10-03 WriteToHardware: Invalid address 000001f4 near PC 089d1fa0 LR 089d1fa0
Tenchu: Shadow Assassins v1.12.3 2022-10-02 Unknown GetPointer 00000000 PC 08979c00 LR 08979c08
Tenchu: Shadow Assassins v1.13.1 2022-09-27 WriteToHardware: Invalid address 00000218 near PC 08b34c68 LR 08b34c68
Tenchu: Shadow Assassins v1.13.2 2022-09-27 Unknown GetPointerWrite 00000384 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.10.3 2022-09-24 Unknown syscall in known module 'sceNpService': 0xc76f55ed
Tenchu: Shadow Assassins v1.10.3 2022-09-24 Unknown syscall in known module 'sceNpService': 0xa670d3a3
Tenchu: Shadow Assassins v1.10.3 2022-09-24 Unknown syscall in known module 'sceNpService': 0x78802d5f
Tenchu: Shadow Assassins v1.10.3 2022-09-24 Unknown syscall in known module 'sceNpService': 0x66c64821
Tenchu: Shadow Assassins v1.13.2 2022-10-06 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]. 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-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_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_cul
Tenchu: Shadow Assassins v1.13.2 2022-11-08 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]. 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-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_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 v1.10.3 2022-09-14 sceKernelLoadModule: unsupported options size=00000014, flags=00010000, pos=0, access=1, data=2, text=2
Tenchu: Shadow Assassins v1.10.3 2022-09-14 80630011=sceAtracSetDataAndGetID(089975c0, 00000000): buffer too small
Tenchu: Shadow Assassins v1.10.3 2022-09-14 Game install with no files / data
Tenchu: Shadow Assassins v1.13.1 2022-09-03 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 r4p1-01rel0 [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-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_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 v1.13.1 2022-09-01 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Tenchu: Shadow Assassins v1.12.2 2022-09-01 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Tenchu: Shadow Assassins v1.12.2 2022-09-01 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.13.1 2022-08-31 BREAK instruction hit
Tenchu: Shadow Assassins v1.13.1 2022-08-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 408
Tenchu: Shadow Assassins v1.13.1 2022-08-30 WriteToHardware: Invalid address efff00dd near PC 08b18f34 LR 08b17d3c
Tenchu: Shadow Assassins v1.13.1 2022-08-29 Unknown GetPointerWrite 000009ac PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.12.3 2022-08-28 WriteToHardware: Invalid address 4c1abc04 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.12.3 2022-08-27 WriteToHardware: Invalid address 00000200 near PC 08b74378 LR 089d3874
Tenchu: Shadow Assassins v1.13.2 2022-11-01 Waiting thread for 20 that was already waiting for 20
Tenchu: Shadow Assassins v1.13.1 2022-08-11 Unknown GetPointerWrite 00000724 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.13.1 2022-09-11 Unknown GetPointer 00000008 PC 08b5de94 LR 08b5ea20
Tenchu: Shadow Assassins v1.13.1 2022-08-03 WriteToHardware: Invalid address 00000354 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.11.3 2022-07-31 __KernelStopThread: thread 668 does not exist
Tenchu: Shadow Assassins v1.11.3 2022-07-31 Unimplemented HLE function sceNetResolverTerm
Tenchu: Shadow Assassins v1.11.3 2022-07-31 Unimplemented HLE function sceNetResolverCreate
Tenchu: Shadow Assassins v1.11.3 2022-07-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
Tenchu: Shadow Assassins v1.12.3 2022-07-23 WriteToHardware: Invalid address f4faf946 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.12.3 2022-07-14 WriteToHardware: Invalid address 42f1e538 near PC 08932224 LR 08932664
Tenchu: Shadow Assassins v1.13.1 2022-10-27 WriteToHardware: Invalid address 000001f4 near PC 089e5650 LR 08808ae0
Tenchu: Shadow Assassins v1.12.3 2022-07-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1
Tenchu: Shadow Assassins v1.12.3 2022-07-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144849144
Tenchu: Shadow Assassins v1.12.3 2022-07-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144841164
Tenchu: Shadow Assassins v1.13.2 2022-11-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
Tenchu: Shadow Assassins v1.12.3 2022-06-30 Unknown GetPointer 000012c8 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.12.3 2022-06-24 Jump to invalid address: 025d8d70
Tenchu: Shadow Assassins v1.12.3 2022-06-14 Unknown GetPointer 000009ac PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.12.3 2022-06-09 Unknown GetPointer 000003f0 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.12.3 2022-06-05 WriteToHardware: Invalid address 35303580 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.12.3 2022-06-04 Unknown GE command : 11647882
Tenchu: Shadow Assassins v1.12.3 2022-05-29 WriteToHardware: Invalid address 8c879476 near PC 08b66188 LR 08b67478
Tenchu: Shadow Assassins v1.12.3 2022-05-26 WriteToHardware: Invalid address 00000378 near PC 08a080e4 LR 08a080e4
Tenchu: Shadow Assassins v1.11.3 2022-04-30 WriteToHardware: Invalid address 022831f4 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.12.3 2022-04-21 Unknown GetPointer 000045d4 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.11.3 2022-04-16 WriteToHardware: Invalid address 3a3152a1 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.12.3 2022-04-11 Unknown GetPointer 00000000 PC 089372d0 LR 089372e4
Tenchu: Shadow Assassins v1.12.3 2022-04-11 WriteToHardware: Invalid address e0000bfc near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.12.2 2022-04-09 WriteToHardware: Invalid address 0be2d2d0 near PC 08b1658c LR 08b1658c
Tenchu: Shadow Assassins v1.10.2 2022-04-08 WriteToHardware: Invalid address bca30121 near PC 08000000 LR 08000000
Tenchu: Shadow Assassins v1.12.3 2022-04-03 Unknown GetPointer 00000b20 PC 08979df8 LR 08979e0c
Tenchu: Shadow Assassins v1.12.3 2022-03-31 Unknown GetPointer 000000a0 PC 089029f0 LR 08902a04
Tenchu: Shadow Assassins v1.12.3 2022-03-25 Jump to invalid address: 07fd8000
Tenchu: Shadow Assassins v1.12.3 2022-03-25 Jump to invalid address: 06823d80