Recent logs - Dante's Inferno™

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Game title Version Latest Report Message
Dante's Inferno™ v1.9.3 2020-02-22 Render to area containing texture at 04110000 +448x64
Dante's Inferno™ v1.9.4 2020-02-08 WriteToHardware: Invalid address 0000015c near PC 08b67154 LR 08b67154
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 FBO using existing buffer as depthbuffer, 04154000/04110000 and 04110000/04110000
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Render to texture with different strides 512 != 256
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/f8ef08a6, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/f3efaa91, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/e792cd94, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/df089680, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/b9848a74, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/b8d10c56, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/a72db4f9, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/a3d81169, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/a0b8ca55, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/9ff2b2e7, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/9b71a274, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/95a84ee5, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/8a9ebdcd, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/85461eff, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/76c0f4ae, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/75f03fa2, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/68f07175, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/58b83577, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/46f61f8b, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/3ed62233, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/3ea82a4b, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/3d6d25a9, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/2d0e4e0a, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/2beb1569, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/235d8787, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/1e57a8e7, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmfPlayer/1078c008, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmf/0c120e1d, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmf/68d42328, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-29 Ignoring func export scePsmf/9553cc91, already implemented in HLE.
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-25 __KernelStopThread: thread 284 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-26 __KernelStopThread: thread 275 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-25 __KernelStopThread: thread 354 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-25 __KernelStopThread: thread 352 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-25 __KernelStopThread: thread 360 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2020-01-23 __KernelStopThread: thread 323 does not exist
Dante's Inferno™ v1.9.4 2020-01-15 Render to area containing texture at 04110000 +480x0
Dante's Inferno™ v1.9.4 2020-01-06 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 r4p0-00rel0 [Revision 96995]. 01f15515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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_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; 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); lowp vec3 lightSum1 = vec3(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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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_lightat
Dante's Inferno™ v1.9.4 2019-12-08 Render to area containing texture at 04110000 +384x64
Dante's Inferno™ v1.9.4 2019-12-04 Unknown GetPointer 00000000 PC 08b67154 LR 08b67154
Dante's Inferno™ v1.9.3 2019-12-04 Unknown GetPointer 00000000 PC 089c39ec LR 089c39e4
Dante's Inferno™ v1.9.4 2019-11-26 sceDmacMemcpy(dest=08420020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.3-80-g73bf6098e 2019-11-25 __KernelStopThread: thread 438 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2019-11-24 __KernelStopThread: thread 347 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2019-11-24 __KernelStopThread: thread 348 does not exist
Dante's Inferno™ v1.5.4 2019-11-20 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.9.3-80-g73bf6098e 2019-11-05 __KernelStopThread: thread 1205 does not exist
Dante's Inferno™ v1.9.3 2019-11-04 Failed decrypting the PRX (ret = -1, size = 3034980, psp_size = 3035328)!
Dante's Inferno™ v1.9.4 2019-10-25 MIPSCompileOp: Invalid instruction 4ce20928
Dante's Inferno™ v1.9.4 2019-10-25 MIPSCompileOp: Invalid instruction 05af6605
Dante's Inferno™ v1.9.4 2019-10-25 MIPSCompileOp: Invalid instruction 7c390925
Dante's Inferno™ v1.9.4 2019-10-25 MIPSCompileOp: Invalid instruction 78c65484
Dante's Inferno™ v1.9.4 2019-10-23 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]. 01f15155:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 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 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 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_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; 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); lowp vec3 lightSum1 = vec3(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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightat
Dante's Inferno™ v1.9.3-82-g90e91e24b 2019-10-20 __KernelStopThread: thread 371 does not exist
Dante's Inferno™ v1.9.4 2019-10-25 WriteToHardware: Invalid address ffffbe78 near PC 09285458 LR 092f48f8
Dante's Inferno™ v1.9.3 2019-10-12 MIPSCompileOp: Invalid instruction b03c0928
Dante's Inferno™ v1.9.3 2019-10-12 MIPSCompileOp: Invalid instruction 419f1538
Dante's Inferno™ v1.8.0 2019-09-29 Trying to compile instruction 0323f333 that can't be interpreted
Dante's Inferno™ v1.8.0 2019-09-29 Jump to invalid address: 02eca268 PC 0418147c LR 08989400
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 40db4359
Dante's Inferno™ v1.8.0 2019-09-29 Trying to compile instruction 023cf333 that can't be interpreted
Dante's Inferno™ v1.8.0 2019-09-29 Trying to compile instruction 0342f333 that can't be interpreted
Dante's Inferno™ v1.8.0 2019-09-29 Trying to compile instruction 0236f333 that can't be interpreted
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 0162f555
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 40cc3d91
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 7ffe0008
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 6b556a72
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 723f4179
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 060730b8
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 4c234f34
Dante's Inferno™ v1.8.0 2019-09-29 Trying to compile instruction 0223f333 that can't be interpreted
Dante's Inferno™ v1.8.0 2019-09-29 Trying to compile instruction 01a3f333 that can't be interpreted
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 73a44837
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 6b516c36
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 6b556d7b
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 057af6ac
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 762c4180
Dante's Inferno™ v1.8.0 2019-09-29 Trying to compile instruction 0162f333 that can't be interpreted
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 7a5c0008
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 01b5a55f
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 0080fbbb
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 0155a55f
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 7a5c0051
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 009dfbbb
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 45fe0051
Dante's Inferno™ v1.8.0 2019-09-29 MIPSCompileOp: Invalid instruction 761a483c
Dante's Inferno™ v1.9.2 2019-11-08 Render to area containing texture at 04110000 +256x64
Dante's Inferno™ v1.7.4 2019-09-09 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000802 Tex LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 01f15515:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 (failed) #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); lowp vec3 lightSum1 = vec3(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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * ligh
Dante's Inferno™ v1.6.3-456-g6d0ed4a 2019-09-08 Render to area containing texture at 00110000 +448x64
Dante's Inferno™ v1.8.0 2019-08-11 sceDmacMemcpy(dest=08610020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-07-29 sceDmacMemcpy(dest=08590020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-09-14 sceDmacMemcpy(dest=085d0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2019-10-23 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected]rm.com with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f15515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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_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; 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); lowp vec3 lightSum1 = vec3(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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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_lightat
Dante's Inferno™ v1.9.4 2020-02-15 Unknown GetPointer 00000000 PC 08b3cf80 LR 08000030
Dante's Inferno™ v1.8.0 2019-06-22 Unknown GetPointer 00000000 PC 0894c2f8 LR 08900244