To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
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) |