Recent logs - Assassin's Creed: Bloodlines™

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Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b66984, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf72a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bf72a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b7d3f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b7d3f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0da74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0da74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af7f84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af7f84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b571f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b571f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b66984, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.0 2020-10-26 Unknown GetPointer 00000008 PC 0896a43c LR 0896a4f4
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 Render to texture with different strides 256 != 64
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/04110000
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 Unknown syscall in known module 'sceAudio': 0x46ebb729
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 Unknown syscall in known module 'sceAudio': 0x20628e6f
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 Unknown syscall in known module 'ThreadManForUser': 0x71ec4271
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-26 Unknown syscall in known module 'IoFileMgrForUser': 0x05572a5f
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be59a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be59a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0e774, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0e774, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-25 VTYPE with morph used: THRU=0 TC=3 COL=0 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=2
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-24 Unknown syscall in known module 'sceNpService': 0x1d60ae4b
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-24 Unknown syscall in known module 'ThreadManForUser': 0xb435dec5
Assassin's Creed: Bloodlines™ v1.9.3 2020-10-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b3e4c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-10-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b3e4c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-10-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c03714, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-10-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c03714, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-10-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b2ccf4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3 2020-10-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b2ccf4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba0904, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba0904, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09dcf034, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09dcf034, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c4e734, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c4e734, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aef5c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aef5c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d20b74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d20b74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd59f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd59f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 Render to area containing texture at 04161800 +192x0
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 Rendering to framebuffer offset: 04161800 +64x0
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b95794, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b95794, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf7f94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bf7f94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5b454, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5b454, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b74d24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b74d24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b67094, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b67094, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 Render to texture with different strides 128 != 192
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b707a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b707a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3-998-gc739d4e16 2020-10-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdeeb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.3-998-gc739d4e16 2020-10-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdeeb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771644
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-20 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 r8p0-01rel0 [Revision 96995]. 01f14444:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-20 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 r8p0-01rel0 [Revision 96995]. 01f10044:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-20 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 r8p0-01rel0 [Revision 96995]. 01f14444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-20 Texture with unexpected bufw (full=15170)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b55394, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b55394, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-19 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 r6p0-01rel1 [Revision 96995]. 01f14444:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b57504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b57504, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-19 UNIMPL sceUtilityLoadUsbModule(1)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bfe5a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bfe5a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e6e644, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1fff4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b447e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b447e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.0 2020-10-17 Unknown GetPointer 00000008 PC 08a3c794 LR 08a3c7a8
Assassin's Creed: Bloodlines™ v1.10.2 2020-10-17 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
Assassin's Creed: Bloodlines™ v1.10.2 2020-10-17 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b77e04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b77e04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c1b594, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1b594, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be1584, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2020-10-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be1584, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-16 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 03f14444:40c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:4 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 #version 100 precision highp float; 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-16 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 03f14444:41890b54 HWX T N Fog Tex 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 #version 100 precision highp float; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdfc04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdfc04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bcba14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.0 2020-10-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc2834, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.0 2020-10-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc2834, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2020-10-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c119a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2020-10-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c119a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-13 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-13 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
Assassin's Creed: Bloodlines™ v1.10.3 2020-10-12 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb75d4, 4, 00000000, 0)