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Game title |
Version |
Latest Report |
Message |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2025-09-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3b954, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2025-09-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3b954, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c32284, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c32284, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c32444, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c32444, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2025-09-09 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdc1f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2025-09-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bfa984, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2025-09-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bfa984, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2025-09-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ae7b64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.4 |
2025-09-06 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ae7b64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-09-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c43974, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.15.2 |
2025-09-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0ea14, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c05e74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c05e74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af74f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af74f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-08-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ccb8e4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-08-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1
#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))
// 01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform 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 = color0;
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 = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-08-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cd7b74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2025-08-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b18444, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.12.3 |
2025-08-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b18444, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2025-08-25 |
Unknown GetPointer deadbeef PC 0897cfec LR 0897cfe0 |
Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2025-08-25 |
Unknown GetPointerWrite deadbeef PC 0897cfec LR 0897cfe0 |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-08-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c4f944, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-08-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c4f944, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-08-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d93c74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-08-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d93c74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-08-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d82e64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-08-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d82e64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-08-10 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p0-00rel0 [Revision 96995].
01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1
#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))
// 01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform 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 = color0;
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 = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-08-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b7a264, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-08-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b7a264, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.14.1 |
2025-08-07 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:65: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:66: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:67: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:76: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:79: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:125: '!=' : wrong o
01000000:80000b18 HWX C T N Tex Light: LightUberShader
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b18 HWX C T N Tex Light: LightUberShader
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 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 << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? 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) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, wo |
Assassin's Creed: Bloodlines™ |
v1.17.1-1002-g5fd8fae8b5 |
2025-08-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c339f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-1002-g5fd8fae8b5 |
2025-08-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c339f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2025-08-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be25c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.2 |
2025-08-04 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be25c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-1002-g5fd8fae8b5 |
2025-08-03 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b83d34, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-07-31 |
sceKernelCreateSema(RealSignal) unsupported options parameter, size = 144665236 |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-07-31 |
sceKernelCreateSema(TibMutex) unsupported options parameter, size = 145830672 |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-07-31 |
sceKernelCreateSema(TibMutex) unsupported options parameter, size = 144528672 |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-07-31 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144665236 |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-07-31 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167509712 |
Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-07-31 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08227844, firstSym=082276c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227854, firstSym=082276e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08227858, firstSym=082276e8, varData=00000000, extra=00000000
|
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c25fd4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c25fd4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b81ba4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b81ba4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-29 |
ReadFromHardware: Invalid address 4b0eadcb near PC 0897d150 LR 089358cc |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-29 |
ReadFromHardware: Invalid address 4b0eadcb near PC 089358bc LR 0892666c |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2025-07-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb4164, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2025-07-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb4164, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.16.6 |
2025-07-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bcf274, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-1002-g5fd8fae8b5 |
2025-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb4b24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-1002-g5fd8fae8b5 |
2025-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb4b24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2025-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc9764, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2025-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc9764, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c17b44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c17b44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c1e434, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1e434, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-07-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be41a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-07-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be41a4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17 |
2025-07-14 |
Unusual bezier/spline vtype: 1201cb22, morph: 0, bones: 8 |
Assassin's Creed: Bloodlines™ |
v1.17 |
2025-07-14 |
Unusual bezier/spline vtype: 1200cb22, morph: 0, bones: 4 |
Assassin's Creed: Bloodlines™ |
v1.17 |
2025-07-14 |
Unusual bezier/spline vtype: 12008b22, morph: 0, bones: 3 |
Assassin's Creed: Bloodlines™ |
v1.17 |
2025-07-14 |
Unusual bezier/spline vtype: 12019322, morph: 0, bones: 7 |
Assassin's Creed: Bloodlines™ |
v1.17 |
2025-07-14 |
Bad vertex address 06d5f0fc! |
Assassin's Creed: Bloodlines™ |
v1.17 |
2025-07-14 |
Unusual bezier/spline vtype: 12014b22, morph: 0, bones: 6 |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2025-07-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b507c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2025-07-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b507c4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-09 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdac44, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-09 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09badf74, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-07-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb83f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-07-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb83f4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.2 |
2025-06-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c67f84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.2 |
2025-06-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c67f84, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-02 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1
#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))
// 01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform 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 = color0;
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 = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba9724, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5f5b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4d2b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4d2b4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-975-g80e581a093 |
2025-06-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b4c054, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.17.1-975-g80e581a093 |
2025-06-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b4c054, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-06-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b55604, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-06-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b55604, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb6334, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb6334, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09da3324, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-19 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09da3324, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2025-06-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bce804, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.11.3 |
2025-06-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bce804, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.2 |
2025-06-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c198d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.2 |
2025-06-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c198d4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.2 |
2025-06-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3bd24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.2 |
2025-06-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3bd24, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b75d94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-06-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b75d94, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.19.1 |
2025-06-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bef524, 4, 00000000, 0) |