Recent logs - Assassin's Creed: Bloodlines™

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e47094, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e47094, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e37164, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e37164, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbdbe4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbdbe4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10 2024-07-21 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
Assassin's Creed: Bloodlines™ v1.10 2024-07-21 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-21 Could not setup streams, unexpected stream count: 44183
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b51244, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b51244, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b72714, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b72714, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b9eb64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b9eb64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0ed74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b87ec4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b87ec4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b87cb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b87cb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5a0d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 GE Interrupt: newState might be 31
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 GE Interrupt: newState might be 30
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 GE Interrupt: newState might be 29
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 GE Interrupt: newState might be 28
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-19 GE Interrupt: newState might be 27
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e44534, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e44534, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-18 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-00dev0 [Revision 96995]. 01f10444:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp: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 mediump mat4 u_texmtx; 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 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ *
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-16 80630006=sceAtracSetData(2, 08bb6100, 00020000): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.13.1 2024-07-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d77744, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2024-07-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d77744, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2024-07-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c346c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbff54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbff54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc0154, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc0154, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c38cd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c38cd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 WriteToHardware: Invalid address 00000244 near PC 08900014 LR 0889dc18
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8dbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8dbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d62ce4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d62ce4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b7fc04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b7fc04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2024-07-14 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d
Assassin's Creed: Bloodlines™ v1.13.2 2024-07-14 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0) * oColor0; } vs: thin3d
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 Unaligned icache invalidation of 08865647 (08865648 + -1) at PC=088635bc
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 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 r9p0-00dev0 [Revision 96995]. 03f10044:40c00b20 HWX T N Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03f10044:40c00b20 HWX T N Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; 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 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; 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 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 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 r9p0-00dev0 [Revision 96995]. 03f10044:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03f10044:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp: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 mediump mat4 u_texmtx; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 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 r9p0-00dev0 [Revision 96995]. 03f10444:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03f10444:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform 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 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); 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; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 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 r9p0-00dev0 [Revision 96995]. 03f10044:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03f10044:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; 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 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoff
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0ecb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0ecb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b795c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b795c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b010a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b010a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be8b24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be8b24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b7b254, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b7b254, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd4384, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b54bf4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b54bf4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c63a14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c63a14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c256f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c256f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b70014, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b70014, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb9f74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb9f74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c61a54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c61a54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.3 2024-07-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af2bf4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.3 2024-07-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af2bf4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af6b34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af6b34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2024-07-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ced414, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2024-07-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ced414, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c407f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c407f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c35304, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c35304, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-03 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bae1a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bae1a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-07-03 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b42514, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-07-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b42514, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-03 __KernelStopThread: thread 2764 does not exist (ApctlThread deleted)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5e5b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5e5b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b80894, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b80894, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2024-07-02 Error in shader program link: info: fs: 00000000:02a1d022 Tex TexAlpha Fog 2x StenToAlphaDual StenUniform TFuncMod AlphaTest0 > #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01010000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: MatUp:1 #version 330 #define lowp #define mediump #define highp 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.11.3 2024-06-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8aa54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-06-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8aa54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-06-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b87bf4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-06-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b87bf4, 4, 00000000, 0)