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| Game title |
Version |
Latest Report |
Message |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-12-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c22884, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-12-23 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c22884, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.11.3 |
2025-12-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09afa724, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.8.0 |
2025-12-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b260c4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.8.0 |
2025-12-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b260c4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-12-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b17a44, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-12-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b17a44, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-12-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b59dd4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-12-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b59dd4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-12-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bef0e4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-12-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af2124, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-12-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af2124, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3-1146-g9035485abf |
2025-12-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c11254, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3-1146-g9035485abf |
2025-12-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c11254, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3-1146-g9035485abf |
2025-12-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba3fd4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3-1146-g9035485abf |
2025-12-05 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba3fd4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.12-35-gdab36b4e9 |
2025-11-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b77114, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.12-35-gdab36b4e9 |
2025-11-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b77114, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.1 |
2025-11-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b567b4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.1 |
2025-11-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b567b4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.1 |
2025-11-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b569e4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.1 |
2025-11-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b569e4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-11-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b658f4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-11-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b658f4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-11-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c7dd24, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-11-22 |
Error in shader compilation: info: Compile failed.
WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised
WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000b28 HWX C T N Light: LightUberShader Cull
#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))
// 01000000:80000b28 HWX C T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out 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(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
dif |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-11-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5c204, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-11-16 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5c204, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-11-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb24c4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-11-15 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb24c4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.6.3 |
2025-11-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b94f74, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.6.3 |
2025-11-13 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b94f74, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.16.6 |
2025-11-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c51904, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.16.6 |
2025-11-12 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c51904, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-11-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba5ba4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-11-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b74554, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-11-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b74554, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b7c7b4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b7c7b4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b76314, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-31 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b76314, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-10-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09acb734, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-10-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09acb734, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-10-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c694f4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-10-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c694f4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-10-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c694d4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.9.4 |
2025-10-29 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c694d4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-26 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c08484, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb6484, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb6484, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5db34, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-10-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5db34, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2025-10-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b83cc4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2025-10-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c22704, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2025-10-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c22704, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2025-10-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b52024, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1-334-g1786a4ddb |
2025-10-14 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b52024, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-09 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdd9e4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-09 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdd9e4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e7b254, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-10-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e7b254, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-09-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be80a4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.10.3 |
2025-09-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be80a4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.16.6 |
2025-09-29 |
MFIC instruction hit (70020024) at 088b63a8 |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c4e634, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-09-28 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c4e634, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.15.4 |
2025-09-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09afc9c4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.15.4 |
2025-09-22 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09afc9c4, 4, 00000000, 0) |
| 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) |