Recent logs - Assassin's Creed: Bloodlines™

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Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c9f5b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d01824, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d01824, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c222c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c222c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b189e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b189e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-03-14 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 r9p0-01rel0 [Revision 96995]. 01f14444:00050b28 HWX C T N 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 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)) // 01f14444:00050b28 HWX C T N 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 Cull 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_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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z
Assassin's Creed: Bloodlines™ v1.16.6 2024-03-14 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 r9p0-01rel0 [Revision 96995]. 01f14440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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)) // 01f14440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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 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_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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; 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™ v1.16.6 2024-03-14 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 r9p0-01rel0 [Revision 96995]. 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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)) // 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 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 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; 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(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 * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww;
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c27404, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c27404, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b83494, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b83494, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd9e84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd9e84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2024-03-10 sceDmacMemcpy(dest=04154000, src=08b6d420, size=557056): overlapping read
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbf584, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b81364, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b81364, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-09 Unknown GetPointer 00000000 PC 0897cff0 LR 0897cf8c
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-09 Unknown GetPointerWrite 000000ff PC 0897cff0 LR 0897cf8c
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-09 sceGeBreak(mode=0, unknown=08babb84): unknown ptr (valid)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b08334, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b08334, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c69a94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c69a94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-06 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 r6p2-01rel0 [Revision 96995]. 01f14444:00050b28 HWX C T N 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 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)) // 01f14444:00050b28 HWX C T N 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 Cull 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_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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b53e74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b53e74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.7.4 2024-03-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb1ec4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.7.4 2024-03-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb1ec4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b83784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b83784, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-03-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdc064, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-03-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdc064, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09db6964, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09db6964, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-03-04 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 r6p1-01rel0 [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-450 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 2024-03-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b77ae4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b77ae4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc32a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc32a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-02 Unexpected mpeg first timestamp: 47269766572 / 4889442149746
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-02 Replacing existing mpeg context at 08d0d0b0
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-02 80630006=sceAtracSetDataAndGetID(08ce5040, 00006618): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-02 80630006=sceAtracSetDataAndGetID(08ce5040, 00020000): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aea644, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aea644, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-03-01 Unknown GE command : 03ffffff
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09acdbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09acdbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c33384, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c33384, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-02-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b52984, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-02-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b52984, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-27 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bfb5e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2024-02-27 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bfb5e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-27 __KernelStopThread: thread 321 does not exist (ApctlThread deleted)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cf71b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cf71b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c92f34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c92f34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d413e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d413e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf7474, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bf7474, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc4684, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc4684, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09afbbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09afbbb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb3524, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb3524, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be00f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be00f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdff84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdff84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2024-02-23 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0ecc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.15.4 2024-02-23 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0ecc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-02-23 80630007=sceAtracSetData(2, 08bd5600, 00004c00): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.10.3 2024-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b536e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.3 2024-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b536e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cb6c74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cb6c74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6fca4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2024-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6fca4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e01a24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e01a24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d76fd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d76fd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e27c74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e27c74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b81b04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b81b04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbef14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbef14, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b02d34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-02-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b02d34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-02-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b842e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.16.6 2024-02-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b842e4, 4, 00000000, 0)