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Game title |
Version |
Latest Report |
Message |
Marvel™: Ultimate Alliance 2 |
v1.16.6 |
2025-05-02 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Module linking debug info:
IoFileMgrForUser ver=0011, flags=4001, size=5, numVars=0, numFuncs=21, nidData=08d95440, firstSym=08d94d2c, varData=00000000, extra=00000000
(invalidname) ver=0011, flags=0001, size=5, numVars=0, numFuncs=2, nidData=08d95438, firstSym=08d94d1c, varData=00000000, extra=00000000
LoadExecForUser ver=0011, flags=0001, size=5, numVars=0, numFuncs=2, nidData=08d95430, firstSym=08d94d0c, varData=00000000, extra=00000000
Mo ver=0011, flags=4001, size=5, numVars=0, numFuncs=1, nidData=08d95414, firstSym=08d94cd4, varData=00000000, extra=00000000
St ver=0011, flags=4001, size=5, numVars=0, numFuncs=3, nidData=00015408, firstSym=08d94cbc, varData=00000000, extra=00000000
SysMem ver=0011, flags=4000, size=5, numVars=0, numFuncs=8, nidData=08d953e8, firstSym=00014c7c, varData=00000000, extra=00000000
Thread ver=0011, flags=4001, size=5, numVars=0, numFuncs=35, nidData=08d9535c, firstSym=08d94b64, varData=00000000, extra=00000000
(invalidname) ver=0011, flags=4001, size=5, numVars=0, numFuncs=4, nidData=08d9534c, firstSym=08d94b44, varData=00000000, extra=00000000
sceSuspend ver=0011, flags=0001, size=5, numVars=0, numFuncs=5, nidData=08d95338, firstSym=08d94b1c, varData=00000000, extra=00000000
sceAudio ver=0011, flags=4001, size=5, numVars=0, numFuncs=1, nidData=08d95304, firstSym=08d94ab4, varData=00000000, extra=00000000
sceSasCore ver=0011, flags=4009, size=5, numVars=0, numFuncs=27, nidData=00015298, firstSym=08d949dc, varData=00000000, extra=00000000
sc ver=0011, flags=4001, size=5, numVars=0, numFuncs=2, nidData=08d95290, firstSym=000149cc, varData=00000000, extra=00000000
sceDisplay ver=0011, flags=4001, size=5, numVars=0, numFuncs=6, nidData=08d95278, firstSym=08d9499c, varData=00000000, extra=00000000
(invalidname) ver=0011, flags=4001, size=5, numVars=0, numFuncs=13, nidData=08d95244, firstSym=08d94934, varData=00000000, extra=00000000
sceUmd ver=0011, flags=0001, size=5, numVars=0, numFuncs=6, nidData=08d9522c, firstSym=08d94904, varData=00000000, extra=00000000
sceUtility ver=0011, flags=4001, size=5, numVars=0, numFuncs=1, nidData=08d95200, firstSym=08d948ac, varData=00000000, extra=00000000
scePower ver=0011, flags=4001, size=5, numVars=0, numFuncs=8, nidData=000151e0, firstSym=08d9486c, varData=00000000, extra=00000000
scePsm ver=0011, flags=0009, size=5, numVars=0, numFuncs=6, nidData=08d951c8, firstSym=0001483c, varData=00000000, extra=00000000
sceMpeg ver=0011, flags=0009, size=5, numVars=0, numFuncs=24, nidData=08d95168, firstSym=08d9477c, varData=00000000, extra=00000000
(invalidname) ver=0011, flags=4000, size=5, numVars=0, numFuncs=3, nidData=08d9515c, firstSym=08d94764, varData=00000000, extra=00000000
|
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Unknown syscall in known module 'sceMpeg': 0x00010f23 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Unknown syscall in known module 'sceMpeg': 0x0001e22f |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Unknown syscall in known module 'sceMpeg': 0x00016728 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Unknown syscall in known module 'sceMpeg': 0x000144df |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub scePsm c7db3a5b |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub scePsm a83f7113 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub scePsm 000189cd |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub SysMem a291f107 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub SysMem 9d9a5ba1 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub scePsm 4bc9bde0 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub scePsm 0ba514e5 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub sc 1f4011e6 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub sc 3a622550 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub SysMem 000177cb |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Unknown syscall in known module 'sceDisplay': 0x000127e7 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Crazy nidData address 00015298, skipping entire module |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Crazy nidData address 000151e0, skipping entire module |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub SysMem b6d61d02 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Crazy nidData address 00015408, skipping entire module |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub scePsm c22c8327 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub SysMem 91de343c |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Unknown syscall in known module 'LoadExecForUser': 0x00017943 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub SysMem 237dbd4f |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub SysMem 0001f628 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Invalid address for syscall stub SysMem 13a5abef |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Unknown syscall in known module 'IoFileMgrForUser': 0x0001a7c2 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Unknown syscall in known module 'IoFileMgrForUser': 0x000140b6 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Unknown syscall in known module 'IoFileMgrForUser': 0x00013324 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
Jump to invalid address: 02b6ba20 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
MIPSCompileOp: Invalid instruction 000077f8 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
MIPSCompileOp: Invalid instruction 0000747c |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
MIPSCompileOp: Invalid instruction 7f800001 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
MIPSCompileOp: Invalid instruction 0001777c |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
MIPSCompileOp: Invalid instruction 00016b54 |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
MIPSCompileOp: Invalid instruction 0001c6d4 |
Marvel™: Ultimate Alliance 2 |
v1.18.1 |
2025-04-05 |
Unknown GetPointerWrite 00000000 PC 08a0a474 LR 08a0a400 |
Marvel™: Ultimate Alliance 2 |
v1.18.1 |
2025-01-22 |
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 r7p0-00rel1 [Revision 96995].
03f04444:41c00b21 HWX T N LM Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 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))
// 03f04444:41c00b21 HWX T N LM Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 1 Cull
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 |
Marvel™: Ultimate Alliance 2 |
v1.18.1 |
2024-12-05 |
Unknown GetPointerWrite 00020100 PC 08adcba0 LR 08adbf0c |
Marvel™: Ultimate Alliance 2 |
v1.17.1 |
2024-09-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1 |
Marvel™: Ultimate Alliance 2 |
v1.17.1 |
2024-09-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2 |
Marvel™: Ultimate Alliance 2 |
v1.17.1 |
2024-09-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1 |
Marvel™: Ultimate Alliance 2 |
v1.18.1 |
2025-01-18 |
Unknown GetPointerWrite 00000000 PC 08bf7d84 LR 08adbf0c |
Marvel™: Ultimate Alliance 2 |
v1.17.3 |
2025-03-30 |
Branch in JumpReg delay slot at 090dbfd0 in block starting at 08dd8198 |
Marvel™: Ultimate Alliance 2 |
v1.17.3 |
2024-07-24 |
Unknown GetPointerWrite 00000015 PC 08bf7d84 LR 08adbf0c |
Marvel™: Ultimate Alliance 2 |
v1.16.6 |
2024-04-09 |
MIPSCompileOp: Invalid instruction 0001ae78 |
Marvel™: Ultimate Alliance 2 |
v1.17.1 |
2024-04-07 |
80630006=sceAtracSetHalfwayBufferAndGetID(08bfec80, 00001000, 00040000): invalid RIFF header |
Marvel™: Ultimate Alliance 2 |
v1.17.1 |
2024-02-20 |
An uneaten prefix at end of block: 08bbc6b8 |
Marvel™: Ultimate Alliance 2 |
v1.13.1 |
2025-04-14 |
Failed to read valid video stream data from header |
Marvel™: Ultimate Alliance 2 |
v1.16.6 |
2024-01-01 |
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 r10p0-00dev0 [Revision 96995].
01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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))
// 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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 mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying 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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_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;
f |
Marvel™: Ultimate Alliance 2 |
v1.16.6 |
2023-12-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2 |
Marvel™: Ultimate Alliance 2 |
v1.16.6 |
2023-12-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1 |
Marvel™: Ultimate Alliance 2 |
v1.16.6 |
2023-11-11 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p0-00rel0 [Revision 96995].
01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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))
// 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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 mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying 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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_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 |
Marvel™: Ultimate Alliance 2 |
v1.18.1 |
2025-05-16 |
Can't draw: No current render step. Step count: 0 |
Marvel™: Ultimate Alliance 2 |
v1.15.4 |
2023-09-21 |
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].
01f04444:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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))
// 01f04444:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying 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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_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 projP |
Marvel™: Ultimate Alliance 2 |
v1.15.4 |
2023-09-21 |
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].
01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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))
// 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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 mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying 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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_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;
fl |
Marvel™: Ultimate Alliance 2 |
v1.17.1 |
2024-09-06 |
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 r8p0-00dev0 [Revision 96995].
01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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))
// 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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 mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying 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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_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;
flo |
Marvel™: Ultimate Alliance 2 |
v1.17.1 |
2024-07-10 |
Unimplemented HLE function sceUtilityPsnGetStatus |
Marvel™: Ultimate Alliance 2 |
v1.15.4 |
2023-08-05 |
ReadFromHardware: Invalid address deadbeef near PC deadbeef LR deadbeef |
Marvel™: Ultimate Alliance 2 |
v1.15.4-571-g16ee5a50c |
2023-07-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1 |
Marvel™: Ultimate Alliance 2 |
v1.15.4-571-g16ee5a50c |
2023-07-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2 |
Marvel™: Ultimate Alliance 2 |
v1.15.4 |
2023-06-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=0892b680, pos=0, access=1, data=2, text=2 |
Marvel™: Ultimate Alliance 2 |
v1.14 |
2023-04-27 |
UI scissor out of bounds in GameSettingsScreen: 302,0-1287,721 / 1600,720 |
Marvel™: Ultimate Alliance 2 |
v1.12.3-1307-g8ae673572 |
2023-04-03 |
Rendering to framebuffer offset: 04162000 +256x0 |
Marvel™: Ultimate Alliance 2 |
v1.14 |
2023-03-30 |
UI scissor out of bounds in MainScreen: 0,0-918,721 / 1280,720 |
Marvel™: Ultimate Alliance 2 |
v1.9.0 |
2023-03-22 |
FBO using existing buffer as depthbuffer, 04154000/04110000 and 04110000/04110000 |
Marvel™: Ultimate Alliance 2 |
v1.9.0 |
2023-03-22 |
Render to texture with different strides 512 != 256 |
Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-03-01 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2023-02-17 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-01-23 |
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 r8p0-00dev0 [Revision 96995].
01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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))
// 01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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 mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying 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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_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. |
Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-01-18 |
MIPSCompileOp: Invalid instruction 0001d93c |
Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
MIPSCompileOp: Invalid instruction 00011494 |
Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-01-18 |
MIPSCompileOp: Invalid instruction 00011814 |
Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-05-20 |
Unknown GetPointerWrite 00000000 PC 08adbefc LR 08adbf0c |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2022-11-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2022-10-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2022-10-13 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2022-10-13 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204 |
Marvel™: Ultimate Alliance 2 |
v1.12.3 |
2022-09-27 |
sceMpegRingbufferPut(): invalid mpeg data |
Marvel™: Ultimate Alliance 2 |
v1.13.1 |
2022-09-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1 |
Marvel™: Ultimate Alliance 2 |
v1.18.1 |
2025-05-09 |
Unknown GetPointerWrite 00000000 PC 08adbf04 LR 08adbf0c |
Marvel™: Ultimate Alliance 2 |
v1.18.1 |
2025-06-14 |
Unknown GetPointerWrite 00000000 PC 08adcba0 LR 08adbf0c |
Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-04-02 |
Branch in Jump delay slot at 090154a0 in block starting at 09015480 |
Marvel™: Ultimate Alliance 2 |
v1.10-6-g8ac4efd3c |
2022-06-13 |
Unknown GetPointer 00000000 PC 08ad8b60 LR 08ad8b60 |
Marvel™: Ultimate Alliance 2 |
v1.12.3 |
2022-05-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2 |
Marvel™: Ultimate Alliance 2 |
v1.12.3 |
2022-05-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1 |
Marvel™: Ultimate Alliance 2 |
v1.12.3 |
2022-05-05 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765 |
Marvel™: Ultimate Alliance 2 |
v1.12.3 |
2022-05-05 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040 |
Marvel™: Ultimate Alliance 2 |
v1.12.3 |
2022-05-05 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2023-04-01 |
GE Interrupt: newState might be 3 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2023-04-01 |
GE Interrupt: newState might be 1 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2023-04-01 |
GE Interrupt: newState might be 0 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2023-04-01 |
GE Interrupt: newState might be 7 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2023-04-01 |
GE Interrupt: newState might be 6 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2023-04-01 |
GE Interrupt: newState might be 5 |
Marvel™: Ultimate Alliance 2 |
v1.13.2 |
2023-04-01 |
GE Interrupt: newState might be 4 |
Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-04-02 |
Jump to invalid address: 0393ee90 |
Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-04-02 |
MIPSCompileOp: Invalid instruction 00000fff |
Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-04-02 |
Jump to invalid address: 0393f010 |