Recent logs - Dante's Inferno™

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Game title Version Latest Report Message
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 00000101
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 65ff0096
Dante's Inferno™ v1.17.1 2025-10-19 Jump to invalid address: 04f8e3e0
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 0000067c
Dante's Inferno™ v1.17.1 2025-10-19 Jump to invalid address: 02f9ec60
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 0000c081
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 01378041
Dante's Inferno™ v1.17.1 2025-10-19 Branch in Jump delay slot at 08fb4f04 in block starting at 08fb4c70
Dante's Inferno™ v1.17.1 2025-10-19 Jump to invalid address: 02fa2030
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 0136c081
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 01368041
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction f3000000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction ef000000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction ee000000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction ed000000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction ec000000
Dante's Inferno™ v1.17.1 2025-10-19 Jump to invalid address: 03ebf800
Dante's Inferno™ v1.17.1 2025-10-19 Branch in Jump delay slot at 08fb4e84 in block starting at 08fb4c70
Dante's Inferno™ v1.17.1 2025-10-19 Jump to invalid address: 02f9efb0
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 43b40000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction cd000000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 43520000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 47550e00
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 41200000
Dante's Inferno™ v1.17.1 2025-10-19 Jump to invalid address: 04ef0900
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 41f00000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 77000000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 71000001
Dante's Inferno™ v1.17.1 2025-10-19 Jump to invalid address: 04f9cee0
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 6e000000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 42200000
Dante's Inferno™ v1.17.1 2025-10-19 Jump to invalid address: 04eea160
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 63000000
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 62000000
Dante's Inferno™ v1.17.1 2025-10-19 Branch in branch delay slot at 08fb4c68 with different target
Dante's Inferno™ v1.17.1 2025-10-19 Branch in branch delay slot at 08fb4c64 with different target
Dante's Inferno™ v1.17.1 2025-10-19 Branch in branch delay slot at 08fb4c5c with different target
Dante's Inferno™ v1.17.1 2025-10-19 Branch in branch delay slot at 08fb4c58 with different target
Dante's Inferno™ v1.17.1 2025-10-19 Branch in branch delay slot at 08fb4c54 with different target
Dante's Inferno™ v1.17.1 2025-10-19 Branch in branch delay slot at 08fb4c50 with different target
Dante's Inferno™ v1.17.1 2025-10-19 Branch in branch delay slot at 08fb4c48 with different target
Dante's Inferno™ v1.17.1 2025-10-19 Branch in branch delay slot at 08fb4c40 with different target
Dante's Inferno™ v1.17.1 2025-10-19 Branch in Jump delay slot at 090489b0 in block starting at 09048990
Dante's Inferno™ v1.17.1 2025-10-19 Jump to invalid address: 02f7e8b0
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 00168285
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 0005c245
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 046d0018
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 024d2e94
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction cc7400f0
Dante's Inferno™ v1.17.1 2025-10-19 MIPSCompileOp: Invalid instruction 405520ec
Dante's Inferno™ v1.15.4 2025-08-30 __KernelStopThread: thread 446 does not exist (helper deleted)
Dante's Inferno™ v1.11.3 2025-08-24 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
Dante's Inferno™ v1.19.3 2025-07-21 Failed decrypting the PRX (ret = -1, size = 4419857, psp_size = 4420208)!
Dante's Inferno™ v1.18.1 2025-06-30 MIPSCompileOp: Invalid instruction efec8799
Dante's Inferno™ v1.18.1 2025-06-30 MIPSCompileOp: Invalid instruction 7d356511
Dante's Inferno™ v1.18.1 2025-06-30 MIPSCompileOp: Invalid instruction b533995a
Dante's Inferno™ v1.18.1 2025-06-30 Jump to invalid address: 006017e0 PC 0893720c LR 089283bc
Dante's Inferno™ v1.18.1 2025-06-30 MIPSCompileOp: Invalid instruction cf77bebe
Dante's Inferno™ v1.14.1 2025-05-31 UI scissor out of bounds in MainScreen: 64,0-1186,721 / 1612,720
Dante's Inferno™ v1.14.1 2025-05-25 UI scissor out of bounds in GameSettingsScreen: 302,0-1299,721 / 1612,720
Dante's Inferno™ v1.18.1 2025-05-20 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 r6p1-01rel0 [Revision 96995]. 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 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)) // 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Dante's Inferno™ v1.18.1 2025-05-20 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 r6p1-01rel0 [Revision 96995]. 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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)) // 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 lowp vec3 v_color1; 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); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Dante's Inferno™ v1.18.1 2025-05-20 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 r6p1-01rel0 [Revision 96995]. 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 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)) // 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Dante's Inferno™ v1.18.1 2025-04-21 Jump to invalid address: 02367000
Dante's Inferno™ v1.18.1 2025-04-19 An uneaten prefix at end of block: 043731c8
Dante's Inferno™ v1.18.1 2025-04-19 Invalid replacement op 6a4c6954 at 043731ac
Dante's Inferno™ v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction 71ee6514
Dante's Inferno™ v1.18.1 2025-04-19 WriteToHardware: Invalid address fffff254 near PC 04373168 LR 09ffe63c
Dante's Inferno™ v1.18.1 2025-04-19 ReadFromHardware: Invalid address dead9bb7 near PC 04376400 LR 09ffe63c
Dante's Inferno™ v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction 78076718
Dante's Inferno™ v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction f339060a
Dante's Inferno™ v1.18.1 2025-04-19 Jump to invalid address: 07a53368
Dante's Inferno™ v1.18.1 2025-04-19 Branch in branch delay slot at 043731c4 with different target
Dante's Inferno™ v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction 7bd469c7
Dante's Inferno™ v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction 77906a97
Dante's Inferno™ v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction f3580db3
Dante's Inferno™ v1.18.1 2025-03-29 MIPSCompileOp: Invalid instruction 7d597f65
Dante's Inferno™ v1.18.1 2025-03-26 Jump to invalid address: 022e9280
Dante's Inferno™ v1.18.1 2025-03-25 ReadFromHardware: Invalid address 00000000 near PC 089e91dc LR 089e8e48
Dante's Inferno™ v1.18.1 2025-03-25 ReadFromHardware: Invalid address 00000084 near PC 089e8e28 LR 089e8e48
Dante's Inferno™ v1.18.1 2025-03-25 WriteToHardware: Invalid address 00000084 near PC 089e8e38 LR 089e8e48
Dante's Inferno™ v1.18.1 2025-03-25 ReadFromHardware: Invalid address 9f2f3000 near PC 9f2f3000 LR 08a2bae8
Dante's Inferno™ v1.18.1 2025-03-25 An uneaten prefix at end of block for 08a16f88
Dante's Inferno™ v1.18.1 2025-03-25 An uneaten prefix at end of block: 08a16fd4
Dante's Inferno™ v1.18.1 2025-03-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.18.1 2025-03-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.18.1 2025-01-24 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]. 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 lowp vec3 v_color1; 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); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSu
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 0506f012
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 0558f000
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 791d7136
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 787e7001
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 04d9f235
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 72d76b86
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 798e7051
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 0579f001
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 04c6f357
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 795e6fe5
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 049df124
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 78716fa5
Dante's Inferno™ v1.18.1 2025-01-04 MIPSCompileOp: Invalid instruction 764170fe