Recent logs - NARUTO Shippuden: Legends: Akatsuki Rising

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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