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Game title |
Version |
Latest Report |
Message |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.10-6-g8ac4efd3c |
2023-05-28 |
sceDmacMemcpy(dest=04138e80, src=091e0b00, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.15.2 |
2023-05-11 |
GE Interrupt: newState might be 0 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.15.2 |
2023-05-11 |
GE Interrupt: newState might be 6 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.15.2 |
2023-05-11 |
GE Interrupt: newState might be 5 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-05-07 |
sceDmacMemcpy(dest=04186800, src=09181d90, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-04-21 |
UI scissor out of bounds in DisplayLayoutScreen: 108,0-180,481 / 288,480 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-04-21 |
UI scissor out of bounds in GameSettingsScreen: 0,2147483647-2147483647,2147483647 / 288,480 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-04-21 |
UI scissor out of bounds in GameSettingsScreen: 0,0-2147483647,2147483647 / 288,480 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-04-21 |
UI scissor out of bounds in listpopupScreen: 0,2147483647-2147483647,2147483647 / 480,800 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-04-21 |
UI scissor out of bounds in GameSettingsScreen: 0,2147483647-2147483647,2147483647 / 480,800 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-04-21 |
UI scissor out of bounds in GameSettingsScreen: 0,0-2147483647,2147483647 / 480,800 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-04-21 |
UI scissor out of bounds in GameSettingsScreen: 350,0-967,288 / 800,480 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-04-21 |
UI scissor out of bounds in ReportFinishScreen: 165,20-300,780 / 800,480 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-04-21 |
UI scissor out of bounds in ReportFinishScreen: 485,20-300,460 / 480,800 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-04-21 |
sceDmacMemcpy(dest=0419b5c0, src=08e76310, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-04-15 |
sceDmacMemcpy(dest=04138e80, src=09358d30, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-04-15 |
sceDmacMemcpy(dest=041b1680, src=08edca50, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-04-14 |
Error in shader compilation: info: 0:98(2): error: illegal use of reserved word `switch'
0:98(2): error: syntax error, unexpected ERROR_TOK
01000000:80004b39 HWX C T N LM Tex Light: LightUberShader TessRevN Cull
#version 120
#extension GL_EXT_gpu_shader4 : enable
// Driver: Mesa Intel(R) G41 (ELK) - GLSL 120
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80004b39 HWX C T N LM Tex Light: LightUberShader TessRevN 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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
defau |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-04-14 |
sceDmacMemcpy(dest=04138e80, src=09187b00, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-04-14 |
sceDmacMemcpy(dest=04138e80, src=09367cb0, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.8.0 |
2023-03-21 |
WriteToHardware: Invalid address 2005c567 near PC 089b9488 LR 089b9490 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.8.0 |
2023-03-21 |
WriteToHardware: Invalid address 2005c567 near PC 08000000 LR 08000000 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-03-12 |
sceDmacMemcpy(dest=041f0180, src=08ec6e90, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.4-56-gb1a530b |
2023-03-05 |
Wrong magic number 61303732 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.4-56-gb1a530b |
2023-03-05 |
Wrong magic number 4c472078 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.4-56-gb1a530b |
2023-03-05 |
Wrong magic number 746e6574 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-03-02 |
sceDmacMemcpy(dest=041b6040, src=091f6e90, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2023-03-02 |
UI scissor out of bounds in GameSettingsScreen: 282,0-1307,720 / 1521,720 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.11.3 |
2023-03-01 |
sceDmacMemcpy(dest=041cea40, src=08ee5a90, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.10.2 |
2023-02-27 |
Unknown GetPointer fcfefeff PC 0888c6a0 LR 0888c6a0 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2023-02-27 |
sceDmacMemcpy(dest=04138e80, src=0936a8d0, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-22 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-22 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-22 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-22 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-22 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-02-18 |
UI scissor out of bounds in GameSettingsScreen: 0,51-375,1426 / 600,960 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-02-18 |
UI scissor out of bounds in GameSettingsScreen: 168,0-1360,375 / 960,600 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2023-02-12 |
Jump to invalid address: 06bfcd80 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2023-02-12 |
Branch in Jump delay slot at 08892b50 in block starting at 08892b50 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2023-02-12 |
Jump to invalid address: 0723e600 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-12 |
sceDmacMemcpy(dest=040cc080, src=090274b0, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14 |
2023-02-09 |
Attempting to texture from current render target (src=04044000 / target=04044000 / flags=7), making a copy |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-09 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:127: 'comp' : redefinition
ERROR: 0:128: 'type' : redefinition
ERROR: 0:176: 'comp' : redefinition
ERROR: 0:177: 'type' : redefinition
ERROR: 0:225: 'comp' : redefinition
ERROR: 0:226: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80090339 HWX C N LM Tex TexProjNNrm UVMtx Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80090339 HWX C N LM Tex TexProjNNrm UVMtx Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0. |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-09 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
|
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-09 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:124: 'comp' : redefinition
ERROR: 0:125: 'type' : redefinition
ERROR: 0:173: 'comp' : redefinition
ERROR: 0:174: 'type' : redefinition
ERROR: 0:222: 'comp' : redefinition
ERROR: 0:223: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000329 HWX C N LM Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000329 HWX C N LM Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
ligh |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-02-09 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:127: 'comp' : redefinition
ERROR: 0:128: 'type' : redefinition
ERROR: 0:176: 'comp' : redefinition
ERROR: 0:177: 'type' : redefinition
ERROR: 0:225: 'comp' : redefinition
ERROR: 0:226: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-05-20 |
sceDmacMemcpy(dest=041bcf40, src=08f7fad0, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-01-06 |
UI scissor out of bounds in GamePauseScreen: 1578,36-554,1044 / 1080,2160 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2023-01-06 |
UI scissor out of bounds in GamePauseScreen: 0,36-1560,1044 / 1080,2160 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2023-01-05 |
UI scissor out of bounds in GamePauseScreen: 296,17-171,838 / 854,480 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2023-01-05 |
UI scissor out of bounds in GamePauseScreen: 0,17-289,838 / 854,480 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2023-01-05 |
UI scissor out of bounds in GamePauseScreen: 586,17-256,463 / 480,854 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2023-01-05 |
UI scissor out of bounds in GamePauseScreen: 0,17-578,463 / 480,854 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2022-12-31 |
sceDmacMemcpy(dest=041ba900, src=08fa7550, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2023-03-13 |
Unknown GetPointerWrite 00000000 PC 088af25c LR 088af25c |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.1 |
2022-12-24 |
Unknown GetPointerWrite 0000c790 PC 0898b310 LR 0898b368 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-12-17 |
sceDmacMemcpy(dest=04138e80, src=091f80e0, size=576): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-12-02 |
sceDmacMemcpy(dest=041bfbc0, src=091f6e90, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-11-26 |
sceDmacMemcpy(dest=04138e80, src=091d4710, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-11-26 |
sceDmacMemcpy(dest=04138e80, src=0930cbf0, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.10.2 |
2022-11-16 |
sceDmacMemcpy(dest=04138e80, src=091d6050, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2022-11-09 |
sceDmacMemcpy(dest=04138e80, src=091a0cd0, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-11-06 |
sceDmacMemcpy(dest=0417e7c0, src=08f35c50, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-11-05 |
sceDmacMemcpy(dest=04138e80, src=09453a80, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-11-03 |
sceDmacMemcpy(dest=04138e80, src=09438b00, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-12-01 |
sceDmacMemcpy(dest=041c7300, src=09234e90, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-10-30 |
sceDmacMemcpy(dest=0416d040, src=08ee8bd0, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-10-29 |
sceDmacMemcpy(dest=041cac80, src=08e7dd90, size=192): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.9.4 |
2022-10-26 |
sceDmacMemcpy(dest=04138e80, src=092c2ae0, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-10-24 |
sceDmacMemcpy(dest=041efe00, src=0918a490, size=192): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.2 |
2022-10-23 |
sceDmacMemcpy(dest=041c1740, src=0901add0, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.8.0 |
2022-09-29 |
sceDmacMemcpy(dest=04183f40, src=08eb8250, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.6.3 |
2022-09-27 |
sceDmacMemcpy(dest=04138e80, src=092e8190, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.10.2 |
2022-09-19 |
sceDmacMemcpy(dest=04138e80, src=092c1b60, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.9.4 |
2022-09-17 |
Failed to allocate memory for ELF! |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.9.4 |
2022-09-16 |
sceDmacMemcpy(dest=0418e4c0, src=08f19cd0, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.1 |
2022-09-11 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 512x272 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.1 |
2023-04-11 |
Rendering to framebuffer offset: 04161800 +64x0 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2022-09-03 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.9.4 |
2022-08-28 |
sceDmacMemcpy(dest=041b9680, src=091dbe90, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.10.3 |
2022-08-27 |
sceDmacMemcpy(dest=04138e80, src=09336a10, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.8.0 |
2022-08-16 |
sceDmacMemcpy(dest=041b89c0, src=09007e90, size=192): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2022-08-14 |
sceDmacMemcpy(dest=04138e80, src=09487850, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.8.0 |
2022-08-10 |
sceDmacMemcpy(dest=04138e80, src=0922c710, size=832): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.13.1 |
2022-08-07 |
sceDmacMemcpy(dest=041c9b80, src=0908efd0, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.4 |
2023-03-12 |
sceDmacMemcpy(dest=041e11c0, src=08ec6e90, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.15.4 |
2023-06-02 |
sceNetAdhocMatchingInit(32768) at 088af7dc |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2022-07-20 |
sceDmacMemcpy(dest=04138e80, src=09210650, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2022-07-20 |
sceDmacMemcpy(dest=04179600, src=09167b50, size=320): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2022-07-19 |
sceDmacMemcpy(dest=04138e80, src=092784d0, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2022-07-04 |
sceDmacMemcpy(dest=041d4a80, src=08fe2810, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2022-07-03 |
Unknown GetPointer 0000c790 PC 0898b310 LR 0898b368 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.11.3 |
2022-06-23 |
sceDmacMemcpy(dest=041e71c0, src=09075290, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.10.3 |
2022-06-21 |
sceDmacMemcpy(dest=04138e80, src=09253900, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.12.3 |
2022-06-09 |
sceDmacMemcpy(dest=041b67c0, src=08ffaf90, size=128): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.9.4 |
2022-06-02 |
sceDmacMemcpy(dest=041a6e00, src=09073750, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.9.4 |
2022-06-01 |
sceDmacMemcpy(dest=04194b80, src=08eb8850, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.9.4 |
2022-06-01 |
sceDmacMemcpy(dest=04194b80, src=0901d490, size=64): overlapping read |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.9.4 |
2022-06-01 |
sceDmacMemcpy(dest=041c5c80, src=08f250d0, size=64): overlapping read |