Recent logs - Obscure: The Aftermath

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Game title Version Latest Report Message
Obscure: The Aftermath v1.18.1 2025-04-24 sceDmacMemcpy(dest=0936ce60, src=09c08900, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-04-20 sceDmacMemcpy(dest=0844a200, src=09396a00, size=5558): overlapping read
Obscure: The Aftermath v1.18.1 2025-04-16 sceDmacMemcpy(dest=0866c500, src=09396a00, size=193458): overlapping read
Obscure: The Aftermath v1.18.1 2025-04-13 sceDmacMemcpy(dest=09376e60, src=0979c2c0, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-04-12 sceDmacMemcpy(dest=09370e60, src=0966c080, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-04-07 WriteToHardware: Invalid address 00000154 near PC 08acfd78 LR 08acfc44
Obscure: The Aftermath v1.10.2 2025-04-05 sceDmacMemcpy(dest=0936ae60, src=096a5640, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2025-03-31 sceDmacMemcpy(dest=08474b40, src=09396a00, size=5627): overlapping read
Obscure: The Aftermath v1.18.1 2025-03-29 sceDmacMemcpy(dest=09378e60, src=09a8ae40, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2025-03-28 sceDmacMemcpy(dest=084ac440, src=09396a00, size=25101): overlapping read
Obscure: The Aftermath v1.16.6 2025-03-28 sceDmacMemcpy(dest=0936ae60, src=09707600, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2025-03-20 sceDmacMemcpy(dest=0936ae60, src=097b4d40, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-03-18 sceDmacMemcpy(dest=0936ee60, src=095fd380, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-03-15 Unexpected mpeg first timestamp: cd9c9c9c9c9 / 14129532881353
Obscure: The Aftermath v1.18.1 2025-03-10 sceDmacMemcpy(dest=09378e60, src=0984ffc0, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-03-02 sceDmacMemcpy(dest=0936ce60, src=0978b640, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-02-25 WriteToHardware: Invalid address 00000154 near PC 08af1620 LR 08a5a2b8
Obscure: The Aftermath v1.18.1 2025-02-22 sceDmacMemcpy(dest=0937ce60, src=098b9540, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-02-21 sceDmacMemcpy(dest=0936ae60, src=0991d1c0, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-02-19 Unexpected mpeg first timestamp: 961df0ef224 / 10315958776356
Obscure: The Aftermath v1.18.1 2025-02-18 Unexpected mpeg first timestamp: af5bf25d208 / 12050590192136
Obscure: The Aftermath v1.18.1 2025-02-18 sceDmacMemcpy(dest=0936ae60, src=097282c0, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-02-18 sceDmacMemcpy(dest=0936ce60, src=09843140, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-02-14 sceDmacMemcpy(dest=09380e60, src=096f9580, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2025-02-13 sceDmacMemcpy(dest=09374e60, src=099d2fc0, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-02-11 sceDmacMemcpy(dest=09372e60, src=097b2e00, size=8192): overlapping read
Obscure: The Aftermath v1.14.4 2025-01-30 sceDmacMemcpy(dest=0937ae60, src=097d37c0, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-01-24 sceDmacMemcpy(dest=084c2740, src=09396a00, size=4225): overlapping read
Obscure: The Aftermath v1.18.1 2025-01-24 sceDmacMemcpy(dest=0937ee60, src=0956f980, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-01-21 sceDmacMemcpy(dest=09378e60, src=098fc640, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2025-01-15 WriteToHardware: Invalid address 00000154 near PC 08a72064 LR 08abcb1c
Obscure: The Aftermath v1.18.1 2025-01-07 Unknown GetPointer 0a003aa0 PC 08af12f4 LR 08aae2e4
Obscure: The Aftermath v1.18.1 2025-01-07 Unknown GetPointerWrite 0a0059a0 PC 08af12f4 LR 08aae2e4
Obscure: The Aftermath v1.18.1 2025-01-07 WriteToHardware: Invalid address 00000154 near PC 089d7d70 LR 089ee248
Obscure: The Aftermath v1.18.1 2025-01-01 sceDmacMemcpy(dest=0848c7c0, src=09396a00, size=3170): overlapping read
Obscure: The Aftermath v1.18.1 2024-12-25 WriteToHardware: Invalid address 00000154 near PC 08abb68c LR 08abcf90
Obscure: The Aftermath v1.18.1 2024-12-19 80630006=sceAtracSetDataAndGetID(092dae30, 0001d080): invalid RIFF header
Obscure: The Aftermath v1.17.1 2024-12-18 sceDmacMemcpy(dest=09376e60, src=094c45c0, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2024-12-15 sceDmacMemcpy(dest=09380e60, src=097f8a00, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2024-12-11 sceDmacMemcpy(dest=0843a500, src=09396a00, size=1266): overlapping read
Obscure: The Aftermath v1.18.1 2024-12-11 sceDmacMemcpy(dest=08495100, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.7.0 2024-12-09 sceDmacMemcpy(dest=0857ed00, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.7.0 2024-12-08 sceDmacMemcpy(dest=09380e60, src=0979ee80, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2024-12-07 sceDmacMemcpy(dest=0936ae60, src=097ae240, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2024-12-06 sceDmacMemcpy(dest=0936ae60, src=099cb900, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2024-12-06 Failed to truncate file.
Obscure: The Aftermath v1.18.1 2024-12-05 sceDmacMemcpy(dest=084fac80, src=09396a00, size=69762): overlapping read
Obscure: The Aftermath v1.18.1 2024-12-01 sceDmacMemcpy(dest=0936ee60, src=0976f580, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2024-11-23 sceDmacMemcpy(dest=0936ae60, src=09808840, size=8192): overlapping read
Obscure: The Aftermath v1.17.4-1 2024-11-18 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.17.4-1 2024-11-18 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.17.1 2024-11-17 WriteToHardware: Invalid address c36fa552 near PC 08aab098 LR 08aaa278
Obscure: The Aftermath v1.18.1 2024-11-16 sceDmacMemcpy(dest=08428e40, src=09396a00, size=69220): overlapping read
Obscure: The Aftermath v1.18.1 2024-11-13 sceDmacMemcpy(dest=084fbe40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17.4-1 2024-11-13 sceDmacMemcpy(dest=0936ee60, src=098118c0, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-11-09 sceDmacMemcpy(dest=0937ee60, src=098eb500, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-11-08 sceDmacMemcpy(dest=0936ae60, src=094e9340, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2024-11-07 sceDmacMemcpy(dest=0936ae60, src=09500900, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-11-06 sceDmacMemcpy(dest=0937ee60, src=0964aa80, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2024-11-02 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 r10p0-00dev0 [Revision 96995]. 05b08044:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:2 WScale 2 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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 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 = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); 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_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 * 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_cullRan
Obscure: The Aftermath v1.11.3 2024-11-02 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 r10p0-00dev0 [Revision 96995]. 05e08440:40c00b34 HWX T N Fog Tex Bones:4 Light: 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_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 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 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 = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); 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_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); 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 * u_matambientalpha.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 * 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_cullRan
Obscure: The Aftermath v1.11.3 2024-11-02 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 r10p0-00dev0 [Revision 96995]. 05d08404:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 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 = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); 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); 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 * u_matambientalpha.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 * 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_cullRan
Obscure: The Aftermath v1.11.3 2024-11-02 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 r10p0-00dev0 [Revision 96995]. 05700844:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 WScale 2 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_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 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 = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); 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; 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_cullRan
Obscure: The Aftermath v1.17.1 2024-10-30 sceDmacMemcpy(dest=0936ae60, src=09769d40, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-10-25 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.17.1 2024-10-10 sceDmacMemcpy(dest=09378e60, src=09d77a00, size=8192): overlapping read
Obscure: The Aftermath v1.9.0 2024-10-09 sceDmacMemcpy(dest=09378e60, src=0983f680, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2024-10-09 sceDmacMemcpy(dest=0937ae60, src=096f2f40, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-10-03 sceDmacMemcpy(dest=09376e60, src=097b2e00, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-10-01 Truncating vertex count from 22260 to 21845
Obscure: The Aftermath v1.17.1 2024-10-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.17.1 2024-10-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.17.1 2024-09-28 sceDmacMemcpy(dest=08499a00, src=09396a00, size=435): overlapping read
Obscure: The Aftermath v1.11.3 2024-09-25 sceDmacMemcpy(dest=084dfdc0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.11.3 2024-09-22 sceDmacMemcpy(dest=0937ee60, src=09a8ae40, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-09-22 sceDmacMemcpy(dest=084bc740, src=09396a00, size=24773): overlapping read
Obscure: The Aftermath v1.17.1 2024-09-21 sceDmacMemcpy(dest=084cae00, src=09396a00, size=2375): overlapping read
Obscure: The Aftermath v1.17.1 2024-09-17 sceDmacMemcpy(dest=0936ae60, src=09ceba40, size=8192): overlapping read
Obscure: The Aftermath v1.12.3 2024-09-03 sceDmacMemcpy(dest=0936ce60, src=0999ff00, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-31 sceDmacMemcpy(dest=085b1b40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.12.3 2024-08-30 sceDmacMemcpy(dest=0844d140, src=09396a00, size=5558): overlapping read
Obscure: The Aftermath v1.17.4-1 2024-08-28 sceDmacMemcpy(dest=0842a040, src=09396a00, size=9145): overlapping read
Obscure: The Aftermath v1.17.4-1 2024-08-28 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
Obscure: The Aftermath v1.17.4-1 2024-08-28 00000400=sceGeEdramSetAddrTranslation(00001000)
Obscure: The Aftermath v1.16.6 2024-08-27 sceDmacMemcpy(dest=0936ae60, src=096dbc40, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-25 WriteToHardware: Invalid address 00000144 near PC 08ac9228 LR 08ac84ec
Obscure: The Aftermath v1.16.6 2024-08-22 Unknown GetPointerWrite 51f22bc7 PC 08ad079c LR 08ad07b0
Obscure: The Aftermath v1.17.1 2024-08-22 sceDmacMemcpy(dest=0936ae60, src=094eea00, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-20 sceDmacMemcpy(dest=0936ee60, src=096d0a40, size=8192): overlapping read
Obscure: The Aftermath v1.17.3 2024-08-16 sceDmacMemcpy(dest=086fb940, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17.3 2024-08-16 sceDmacMemcpy(dest=09372e60, src=094ca4c0, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-11 ReadFromHardware: Invalid address 00000378 near PC 08a77084 LR 08a77670
Obscure: The Aftermath v1.17.1 2024-08-11 Branch in Jump delay slot at 09ffe784 in block starting at 09ffe784
Obscure: The Aftermath v1.17.1 2024-08-11 Jump to invalid address: 07ffac00
Obscure: The Aftermath v1.17.1 2024-08-10 sceDmacMemcpy(dest=084e0fc0, src=09396a00, size=203328): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-10 sceDmacMemcpy(dest=09376e60, src=09a30d80, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-03 sceDmacMemcpy(dest=09370e60, src=09a8ae40, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2024-07-26 sceDmacMemcpy(dest=085172c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17.1 2024-07-21 WriteToHardware: Invalid address 000000e8 near PC 08a58394 LR 08a58394
Obscure: The Aftermath v1.17.1 2024-07-21 WriteToHardware: Invalid address 00000390 near PC 08a58394 LR 08a58394