Recent logs - Assassin's Creed: Bloodlines™

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Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.9.4 2024-10-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ad7194, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-10-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ad7194, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c20554, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c20554, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b029a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b029a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-975-g80e581a093 2024-10-05 Error in shader compilation: info: Fragment shader compilation failed. Internal compiler error: unexpected operator 101c2286:0100038e Tex FragUber WriteMask TClampST ReplaceBlend_6A:10_B:8_Eq:0 StenToAlpha StenUniform TFuncRepl #version 300 es // Driver: Adreno (TM) 320 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 101c2286:0100038e Tex FragUber WriteMask TClampST ReplaceBlend_6A:10_B:8_Eq:0 StenToAlpha StenUniform TFuncRepl precision highp int; uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D fbotex; uniform vec3 u_blendFixA; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; uniform uint u_colorWriteMask; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; uint packUnorm4x8R(vec4 v) { highp vec4 f = clamp(v, 0.0, 1.0); uvec4 u = uvec4(255.0 * f); return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u); } vec4 unpackUnorm4x8R(highp uint x) { highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu); highp vec4 f = vec4(u); return f * (1.0 / 255.0); } void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 r = t; r.a = mix(r.a, p.a, u_texNoAlphaMul.x); vec4 v = r; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = v.rgb * u_blendFixA + destColor.rgb * destColor.aaa * 2.0; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); highp uint v32 = packUnorm4x8R(fragColor0); highp uint d32 = packUnorm4x8R(destColor); v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask); fragColor0 = unpackUnorm4x8R(v32); }
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-03 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b900a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-03 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b900a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b631a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-1183-gedf41df79a 2024-10-01 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]. 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-450 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™ v1.17.1-1183-gedf41df79a 2024-10-01 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]. 03f10444:41c90b20 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:0 MatUp:1 WScale 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)) // 03f10444:41c90b20 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: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 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) + 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_lightambient2 * ambientColor.rgb + diffuse)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09daa464, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09daa464, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d90a24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d90a24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d13924, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d13924, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c1da34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1da34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c43e24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c43e24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c02d44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c02d44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-28 80630006=sceAtracSetDataAndGetID(08acd000, 00001020): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.15.4 2024-09-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b63d34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2024-09-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b63d34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdd7e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdd7e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e704c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e66b34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e66b34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-09-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c098b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-09-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c098b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b98dc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b98dc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6c524, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6c524, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-09-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b66c94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-09-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b66c94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-23 __KernelStopThread: thread 325 does not exist (ApctlThread deleted)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b93e34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b93e34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-09-22 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040de000 offset: 0 (128x128 stride 128, 5551)
Assassin's Creed: Bloodlines™ v1.16.6 2024-09-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6bca4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-09-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6bca4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5ea14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5ea14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-09-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c48484, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-09-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c48484, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c4fbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c4fbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-09-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c22214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-09-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c22214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-1075-g346dd0ad7c 2024-09-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c25b54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-1075-g346dd0ad7c 2024-09-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c25b54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-03 sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=20, data=0, text=0
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c26c04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c26c04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c27a14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c27a14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6-456-g3e20fab38 2024-09-19 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 r8p1-00rel0 [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-400 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 2024-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0bc14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0bc14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d2a7f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d2a7f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c227e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c227e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-12 ChDir failed to map device for "disc0:/PSP_GAME/USRDIR/", failing
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c56b14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c56b14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c79b44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c79b44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b32614, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b32614, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c829e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c829e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c264a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c264a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bfab64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bfab64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.3 2024-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c27bd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.3 2024-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c27bd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c26f04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c26f04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b571c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b571c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5ced4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5ced4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09dc9784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09dc9784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c62794, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c62794, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5f464, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5f464, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-02 WriteToHardware: Invalid address 3f80000c near PC 089f7dec LR 089fb3a4
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-02 Error in shader compilation: info: Compile failed. WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:68: 'function_call_constructor@uint_uint@33' : used without being initialised WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 4 compilation warnings. 01000000:80050b08 HWX C T N TexProjUV UVMtx Light: LightUberShader #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80050b08 HWX C T N TexProjUV UVMtx 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-02 Error in shader compilation: info: Compile failed. WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:86: 'function_call_constructor@vec3_vec3@105' : used without being initialised WARNING: 0:102: 'function_call_constructor@float_float@147' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000908 HWX C T Light: LightUberShader #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000908 HWX C T Light: LightUberShader in vec3 position; 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(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse0 * diff
Assassin's Creed: Bloodlines™ v1.9.4 2024-09-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af4674, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-09-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af4674, 4, 00000000, 0)