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Game title |
Version |
Latest Report |
Message |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09becb04, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09becb04, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-11-30 |
80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-11-30 |
80630007=sceAtracSetData(2, 08d4b180, 0000b190): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-11-30 |
80630007=sceAtracSetData(2, 08d4b180, 0000ba50): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-11-30 |
80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-11-30 |
80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6f544, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6f544, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2023-11-26 |
sceIoAssign(disc0:, umd0:, isofs0:, IOASSIGN_RDONLY, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2023-11-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000008, pos=0, access=1, data=2, text=2 |
Assassin's Creed: Bloodlines™ |
v1.16.5 |
2023-11-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c33184, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.5 |
2023-11-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c33184, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3e154, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3e154, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b16c94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b16c94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4af24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4af24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c5e514, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c5e514, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0c834, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0c834, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09db7574, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09db7574, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bab984, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-20 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bab984, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b63254, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b63254, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-11-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb25d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-11-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb25d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-19 |
Rendering to framebuffer offset at 04096970 +48x0 (stride 832) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8d974, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0ba14, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0ba14, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d1cdb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d1cdb4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2023-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b80044, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2023-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b80044, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d3cfd4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d3cfd4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c38d64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c38d64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b7d124, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b7d124, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb9004, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb9004, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-11-13 |
565 depal unsupported: shift=5 mask=ff offset=0 |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd3444, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd3444, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be9684, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be9684, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-11-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6cee4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2023-11-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6cee4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-09 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b74a64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-09 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b74a64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-09 |
sceDmacMemcpy(dest=04088000, src=092875c0, size=557056): overlapping read |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-09 |
sceDmacMemcpy(dest=04000000, src=092875c0, size=557056): overlapping read |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc8374, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc8374, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.1 |
2023-11-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aeafe4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.1 |
2023-11-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aeafe4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-11-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c5aaf4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-11-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c5aaf4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6e574, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6e574, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba1464, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba1464, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
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 r2p1_05rel0 [Revision 96995].
03f14444:41890b20 HWX T N TexProjNNrm UVMtx Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f14444:41890b20 HWX T N TexProjNNrm UVMtx Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 Cull
attribute mediump vec4 w1;
attribute mediump vec3 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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying 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);
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. |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
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 r2p1_05rel0 [Revision 96995].
03f14444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f14444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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 mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambi |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
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 r2p1_05rel0 [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-400 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_lightambient3 * |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
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 r2p1_05rel0 [Revision 96995].
03f10044:41890b20 HWX T N TexProjNNrm UVMtx Bones:7 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-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f10044:41890b20 HWX T N TexProjNNrm UVMtx Bones:7 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 mediump vec3 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 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);
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(li |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
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 r2p1_05rel0 [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-400 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™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09de8d44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09de8d44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c5dba4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c5dba4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6-222-g1e6142d99 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09afce64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b97854, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b97854, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b93dc4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b93dc4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d186a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d186a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-03 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r6p0-01rel1 [Revision 96995].
01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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))
// 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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 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;
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_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 * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
|
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c060f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c060f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.5 |
2023-11-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b57094, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.5 |
2023-11-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b57094, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-11-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000180, pos=0, access=1, data=2, text=2 |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-10-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e05734, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-10-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e05734, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b78aa4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b78aa4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b9bc94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b9bc94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b9be14, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b9be14, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-27 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c5cc54, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2023-10-27 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ae8cf4, 4, 00000000, 0) |