Recent logs - Obscure: The Aftermath

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Game title Version Latest Report Message
Obscure: The Aftermath v1.9.4 2020-04-02 sceDmacMemcpy(dest=0936ce60, src=097e64c0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-31 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 r7p0-00rel0 [Revision 96995]. 01f04844:00000b10 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { o
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2020-03-31 WriteToHardware: Invalid address 00007a88 near PC 08824548 LR 08824548
Obscure: The Aftermath v1.9.4 2020-03-28 sceDmacMemcpy(dest=09372e60, src=098c2640, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-26 WriteToHardware: Invalid address 00000154 near PC 08adb244 LR 08ab49f4
Obscure: The Aftermath v1.9.4 2020-03-19 sceDmacMemcpy(dest=08572940, src=09396a00, size=9770): overlapping read
Obscure: The Aftermath v1.7.4 2020-03-17 sceDmacMemcpy(dest=08723d00, src=09396a00, size=36489): overlapping read
Obscure: The Aftermath v1.7.4 2020-03-17 sceDmacMemcpy(dest=08611840, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.7.4 2020-03-17 sceDmacMemcpy(dest=084ce6c0, src=09396a00, size=2861): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-13 sceDmacMemcpy(dest=08560440, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-12 sceDmacMemcpy(dest=0844c900, src=09396a00, size=2989): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-09 sceDmacMemcpy(dest=08429300, src=09396a00, size=66796): overlapping read
Obscure: The Aftermath v1.5.2 2020-03-06 sceDmacMemcpy(dest=08436880, src=09396a00, size=90216): overlapping read
Obscure: The Aftermath v1.9.4 2020-03-06 Unknown GetPointer 00000000 PC 08a77960 LR 08a77670
Obscure: The Aftermath v1.5.2 2020-03-05 sceDmacMemcpy(dest=0869db40, src=09396a00, size=240141): overlapping read
Obscure: The Aftermath v1.6.3 2020-03-03 sceDmacMemcpy(dest=085a5e40, src=09396a00, size=59474): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-27 sceDmacMemcpy(dest=084d72c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-25 sceDmacMemcpy(dest=0844bd00, src=09396a00, size=68329): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-24 sceDmacMemcpy(dest=0936ae60, src=098ea740, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-23 WriteToHardware: Invalid address 000000e8 near PC 08abd1a4 LR 08abd1a4
Obscure: The Aftermath v1.9.4 2020-02-23 WriteToHardware: Invalid address 00000154 near PC 08abd1a4 LR 08abd1a4
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2020-02-18 WriteToHardware: Invalid address 003e3b0c near PC 08824548 LR 08824548
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2020-02-18 WriteToHardware: Invalid address 003caf0c near PC 08824548 LR 08824548
Obscure: The Aftermath v1.9.4 2020-02-17 sceDmacMemcpy(dest=084fde80, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.3 2020-02-17 sceDmacMemcpy(dest=08568940, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-17 sceDmacMemcpy(dest=086386c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-15 Unknown GetPointer 00000000 PC 08a775d0 LR 08a775d0
Obscure: The Aftermath v1.9.4 2020-02-12 sceDmacMemcpy(dest=0857ac40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2020-02-12 WriteToHardware: Invalid address 003ac398 near PC 08824548 LR 08824548
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2020-02-12 WriteToHardware: Invalid address 003a2df4 near PC 08824548 LR 08824548
Obscure: The Aftermath v1.9.4 2020-02-10 sceDmacMemcpy(dest=0844c900, src=09396a00, size=2065): overlapping read
Obscure: The Aftermath v1.6.3 2020-02-06 sceDmacMemcpy(dest=08627280, src=09396a00, size=6293): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-01 sceDmacMemcpy(dest=084560c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.7.4 2020-01-31 sceDmacMemcpy(dest=0860e0c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.7.4 2020-01-30 sceDmacMemcpy(dest=0848d440, src=09396a00, size=7406): overlapping read
Obscure: The Aftermath v1.9.4 2020-01-29 sceDmacMemcpy(dest=0937ee60, src=099cfbc0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-01-28 sceDmacMemcpy(dest=08472380, src=09396a00, size=4586): overlapping read
Obscure: The Aftermath v1.9.4 2020-01-28 WriteToHardware: Invalid address 000000e8 near PC 08a8c258 LR 08a8c258
Obscure: The Aftermath v1.9.4 2020-01-28 WriteToHardware: Invalid address 00000154 near PC 08a8c258 LR 08a8c258
Obscure: The Aftermath v1.9.4 2020-01-27 sceDmacMemcpy(dest=0873dd80, src=09396a00, size=42209): overlapping read
Obscure: The Aftermath v1.9.4 2020-01-27 sceDmacMemcpy(dest=08496c40, src=09396a00, size=1514): overlapping read
Obscure: The Aftermath v1.9.4 2020-02-20 sceDmacMemcpy(dest=08487a00, src=09396a00, size=81248): overlapping read
Obscure: The Aftermath v1.9.2 2020-01-19 sceDmacMemcpy(dest=0936ae60, src=0971b880, size=8192): overlapping read
Obscure: The Aftermath v1.9.2 2020-01-19 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 r4p1-01rel0 [Revision 96995]. 01f04844:00000b10 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { out
Obscure: The Aftermath v1.9.2 2020-01-19 sceDmacMemcpy(dest=0844f980, src=09396a00, size=51660): overlapping read
Obscure: The Aftermath v1.9.2 2020-01-10 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 r4p1-01rel0 [Revision 96995]. 01f04844:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z >
Obscure: The Aftermath v1.9.4 2020-01-09 sceDmacMemcpy(dest=09380e60, src=098159c0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-01-05 sceDmacMemcpy(dest=08538a00, src=09396a00, size=24267): overlapping read
Obscure: The Aftermath v1.8.0 2020-01-02 sceDmacMemcpy(dest=09376e60, src=097e6500, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-01-01 sceDmacMemcpy(dest=09380e60, src=099a8640, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-12-29 sceDmacMemcpy(dest=08651840, src=09396a00, size=129271): overlapping read
Obscure: The Aftermath v1.6.3 2019-12-25 sceDmacMemcpy(dest=0851f240, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.8.0 2019-12-25 sceDmacMemcpy(dest=0936ae60, src=0979d300, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-12-25 Branch in Jump delay slot at 08020200 in block starting at 0801bf58
Obscure: The Aftermath v1.8.0 2019-12-25 sceDmacMemcpy(dest=09370e60, src=098c2640, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-12-24 sceDmacMemcpy(dest=08558f00, src=09396a00, size=105357): overlapping read
Obscure: The Aftermath v1.9.4 2019-12-24 sceDmacMemcpy(dest=0936ce60, src=0976dd40, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 7800000f
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 75637362
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 6e616c65
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 00000039
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 46657661
Obscure: The Aftermath v1.8.0 2019-12-22 Branch in RSRTComp delay slot at 08000924 in block starting at 080003e4
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 736f7461
Obscure: The Aftermath v1.8.0 2019-12-22 Branch in RSRTComp delay slot at 080003d8 in block starting at 080003c4
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 00000068
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 74616d72
Obscure: The Aftermath v1.8.0 2019-12-25 MIPSCompileOp: Invalid instruction 42000000
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 4f0000a0
Obscure: The Aftermath v1.8.0 2019-12-22 MIPSCompileOp: Invalid instruction 736f6820
Obscure: The Aftermath v1.8.0 2019-12-22 Branch in RSRTComp delay slot at 0800092c in block starting at 0800092c
Obscure: The Aftermath v1.6.3 2019-12-21 sceDmacMemcpy(dest=084c2840, src=09396a00, size=11020): overlapping read
Obscure: The Aftermath v1.6.3 2019-12-21 sceDmacMemcpy(dest=0936ce60, src=09665b80, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2019-12-18 sceDmacMemcpy(dest=0937ee60, src=0976f940, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2019-12-16 sceDmacMemcpy(dest=0936ae60, src=09775540, size=8192): overlapping read
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2019-12-14 WriteToHardware: Invalid address 0004c1fc near PC 08824548 LR 08824548
Obscure: The Aftermath v1.8.0 2019-12-13 sceDmacMemcpy(dest=0937ee60, src=09afdf80, size=8192): overlapping read
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2019-12-13 WriteToHardware: Invalid address 000336f0 near PC 08824548 LR 08824548
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2019-12-13 WriteToHardware: Invalid address 00029f78 near PC 08824548 LR 08824548
Obscure: The Aftermath v1.9.3 2019-12-12 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 r7p0-00rel1 [Revision 96995]. 05d04804:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 2: c:0 t:2 3: c:0 t:1 WScale 2 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.999969482421875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z)
Obscure: The Aftermath v1.9.4 2019-12-04 sceDmacMemcpy(dest=086facc0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2019-12-04 sceDmacMemcpy(dest=08556e40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-28 sceDmacMemcpy(dest=0936ae60, src=0975cbc0, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-27 sceDmacMemcpy(dest=08656d00, src=09396a00, size=9128): overlapping read
Obscure: The Aftermath v1.9.3 2019-11-27 sceDmacMemcpy(dest=0937ce60, src=09a83700, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-11-24 sceDmacMemcpy(dest=0936ae60, src=09884880, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-23 WriteToHardware: Invalid address 00000154 near PC 08aaa32c LR 08aaa2e0
Obscure: The Aftermath v1.9.4 2019-11-23 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 r6p0-00dev0 [Revision 96995]. 01f18484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w;
Obscure: The Aftermath v1.9.4 2019-12-26 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 r7p0-00rel1 [Revision 96995]. 01f14884:0000091c HWX C T Fog Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:2 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_
Obscure: The Aftermath v1.8.0 2019-11-21 sceDmacMemcpy(dest=0854d680, src=09396a00, size=3170): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-19 sceDmacMemcpy(dest=0844bd00, src=09396a00, size=47828): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-19 sceDmacMemcpy(dest=0936ae60, src=099cf440, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2020-04-01 sceDmacMemcpy(dest=0845fb40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-18 sceDmacMemcpy(dest=08455840, src=09396a00, size=238558): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-18 sceDmacMemcpy(dest=0844ee80, src=09396a00, size=54446): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-17 sceDmacMemcpy(dest=08489e00, src=09396a00, size=68750): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-17 sceDmacMemcpy(dest=085e5980, src=09396a00, size=7317): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-15 sceDmacMemcpy(dest=08595f80, src=09396a00, size=15591): overlapping read
Obscure: The Aftermath v1.9.4 2019-11-13 sceDmacMemcpy(dest=08413180, src=09396a00, size=80258): overlapping read
Obscure: The Aftermath v1.8.0 2019-11-14 sceDmacMemcpy(dest=0936ae60, src=09a30f40, size=8192): overlapping read