Recent logs - WWE'12

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Game title Version Latest Report Message
WWE'12 v1.17.1 2024-03-19 Unknown GetPointer 0ec1dc10 PC 0892d78c LR 08ae6180
WWE'12 v1.17.1 2024-03-19 Unknown GetPointer 205e5c10 PC 0892d78c LR 08ae6180
WWE'12 v1.15.4 2024-03-18 Unknown GetPointerWrite 7cc6c7e5 PC 08bfbde0 LR 08bfbe04
WWE'12 v1.17.1 2024-03-17 sceNetAdhocMatchingInit(32768) at 08a719c8
WWE'12 v1.17.1 2024-03-15 sceDmacMemcpy(dest=04133bb0, src=09645e00, size=65552): overlapping read
WWE'12 v1.9.4 2024-03-14 sceDmacMemcpy(dest=04133670, src=0966a480, size=65552): overlapping read
WWE'12 v1.9.4 2024-03-14 sceDmacMemcpy(dest=04130200, src=093f4660, size=65552): overlapping read
WWE'12 v1.17.1 2024-03-13 Vertices without position found: (00800000) P: ? (through) (3b)
WWE'12 v1.16.6 2024-03-11 sceDmacMemcpy(dest=0415fda0, src=095684e0, size=65552): overlapping read
WWE'12 v1.17.1 2024-03-10 sceDmacMemcpy(dest=041b4320, src=09422250, size=65552): overlapping read
WWE'12 v1.8.0 2024-03-10 sceDmacMemcpy(dest=041960e0, src=0967b9b0, size=65552): overlapping read
WWE'12 v1.16.6 2024-03-10 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 r10p0-00rel0 [Revision 96995]. 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(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); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); 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_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 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
WWE'12 v1.16.6 2024-03-10 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 r10p0-00rel0 [Revision 96995]. 07f61000:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f61000:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); 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_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 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; float projZ = (pro
WWE'12 v1.16.6 2024-03-10 sceDmacMemcpy(dest=04145af0, src=09678a40, size=65552): overlapping read
WWE'12 v1.12.2 2024-03-10 sceDmacMemcpy(dest=04186480, src=09504180, size=65552): overlapping read
WWE'12 v1.12.3 2024-03-09 Software: Bad vertex address 00002a90!
WWE'12 v1.12.3 2024-03-09 Software: Bad vertex address 000024f0!
WWE'12 v1.12.3 2024-03-09 Software: Bad vertex address 00002220!
WWE'12 v1.12.3 2024-03-09 Software: Bad vertex address 00001740!
WWE'12 v1.17.1 2024-03-09 sceDmacMemcpy(dest=04192c10, src=09813990, size=65552): overlapping read
WWE'12 v1.12.2 2024-03-09 sceDmacMemcpy(dest=04131ef0, src=093b4700, size=65552): overlapping read
WWE'12 v1.10.2 2024-03-09 sceDmacMemcpy(dest=041603d0, src=0950c260, size=65552): overlapping read
WWE'12 v1.17.1 2024-03-09 Unknown GetPointer 7cc9a02d PC 08bfbde0 LR 08bfbe04
WWE'12 v1.17.1 2024-03-09 Unknown GetPointerWrite 7cc9eec5 PC 08bfbde0 LR 08bfbe04
WWE'12 v1.17.1 2024-03-08 Unknown GetPointerWrite 0a22cfac PC 08bfbde0 LR 08bfbe04
WWE'12 v1.17.1 2024-03-08 Unknown GetPointer 0dddff6c PC 08bfba9c LR 08bfbe04
WWE'12 v1.9.0 2024-03-08 sceDmacMemcpy(dest=0418cc60, src=0934c160, size=65552): overlapping read
WWE'12 v1.9.4 2024-03-08 sceDmacMemcpy(dest=04181700, src=09587580, size=65552): overlapping read
WWE'12 v1.17.1 2024-03-09 Unknown GetPointerWrite 0000001c PC 088eb768 LR 088eb7b0
WWE'12 v1.12.2 2024-03-06 sceDmacMemcpy(dest=041863c0, src=09518db0, size=65552): overlapping read
WWE'12 v1.9.4 2024-03-06 Branch in JumpReg delay slot at 040100d8 in block starting at 04010000
WWE'12 v1.9.4 2024-03-06 MIPSCompileOp: Invalid instruction 00050005
WWE'12 v1.9.4 2024-03-06 MIPSCompileOp: Invalid instruction 00040005
WWE'12 v1.17.1 2024-03-06 Unknown GetPointer 2598c09d PC 08bfbde0 LR 08bfbe04
WWE'12 v1.17.1 2024-03-06 Unknown GetPointerWrite 25942bfc PC 08bfbde0 LR 08bfbe04
WWE'12 v1.17.1 2024-03-05 Unexpected mpeg first timestamp: 9a80000de84 / 10617159212676
WWE'12 v1.12.2 2024-03-05 sceDmacMemcpy(dest=0413fed0, src=0934eb40, size=65552): overlapping read
WWE'12 v1.16.6 2024-03-05 sceDmacMemcpy(dest=04174200, src=09465190, size=65552): overlapping read
WWE'12 v1.12.3 2024-03-05 sceDmacMemcpy(dest=04132e70, src=093d9650, size=65552): overlapping read
WWE'12 v1.16.6 2024-03-04 ReadFromHardware: Invalid address 0fa5ce7f near PC 089cdcac LR 089cdcc8
WWE'12 v1.17.1 2024-03-04 Unknown GetPointerWrite 107e6efc PC 08bfbde0 LR 08bfbe04
WWE'12 v1.17.1 2024-03-04 Unknown GetPointer 203c3a48 PC 08bfba9c LR 08bfbe04
WWE'12 v1.16.6 2024-03-04 sceDmacMemcpy(dest=0412ec10, src=093a0620, size=65552): overlapping read
WWE'12 v1.17.1 2024-03-03 Unknown GetPointerWrite 107cf8bc PC 08bfbde0 LR 08bfbe04
WWE'12 v1.17.1 2024-03-03 Unknown GetPointer 203ac408 PC 08bfba9c LR 08bfbe04
WWE'12 v1.17.1 2024-03-03 sceDmacMemcpy(dest=04189750, src=09654900, size=65552): overlapping read
WWE'12 v1.9.3 2024-03-03 MIPSCompileOp: Invalid instruction 76f9ee6f
WWE'12 v1.9.3 2024-03-03 MIPSCompileOp: Invalid instruction 762ef2df
WWE'12 v1.12.3 2024-03-03 sceDmacMemcpy(dest=04146980, src=09456b50, size=65552): overlapping read
WWE'12 v1.12.3 2024-03-03 sceDmacMemcpy(dest=041611d0, src=094563a0, size=65552): overlapping read
WWE'12 v1.10.3 2024-03-03 sceDmacMemcpy(dest=0414b7c0, src=0968d920, size=65552): overlapping read
WWE'12 v1.12.3 2024-03-02 sceDmacMemcpy(dest=04137a80, src=096216e0, size=65552): overlapping read
WWE'12 v1.17.1 2024-03-02 80630006=sceAtracSetData(2, 08d4b180, 00001528): invalid RIFF header
WWE'12 v1.17.1 2024-03-02 Unknown GetPointerWrite 0a0c44e0 PC 08bfbd68 LR 08bfbe04
WWE'12 v1.17.1 2024-03-02 Unknown GetPointerWrite 0a0c43b0 PC 08bfbd68 LR 08bfbe04
WWE'12 v1.17.1 2024-03-02 Unknown GetPointer da3969ec PC 08bfbcc4 LR 08bfbe04
WWE'12 v1.17.1 2024-03-02 Unknown GetPointerWrite 0a0c44c0 PC 08bfbcc4 LR 08bfbe04
WWE'12 v1.16.5 2024-03-02 Unimplemented HLE function sceUsbCamWaitReadVideoFrameEnd
WWE'12 v1.9.4 2024-03-01 sceDmacMemcpy(dest=0415a090, src=096ea110, size=65552): overlapping read
WWE'12 v1.17.1 2024-03-01 sceGeBreak(mode=1, unknown=09ffd570): unknown ptr (valid)
WWE'12 v1.16.6 2024-03-01 MIPSCompileOp: Invalid instruction 708a1504
WWE'12 v1.16.6 2024-03-01 MIPSCompileOp: Invalid instruction 7180e207
WWE'12 v1.16.6 2024-03-01 MIPSCompileOp: Invalid instruction 708a1750
WWE'12 v1.9.4 2024-03-01 sceDmacMemcpy(dest=04143970, src=09613d40, size=65552): overlapping read
WWE'12 v1.9.0 2024-02-29 sceDmacMemcpy(dest=0414b0e0, src=093e09d0, size=65552): overlapping read
WWE'12 v1.9.4 2024-02-29 Unknown GetPointer 00000003 PC 0892d8c0 LR 0892d848
WWE'12 v1.17.1 2024-02-29 sceDmacMemcpy(dest=0414b800, src=09683530, size=65552): overlapping read
WWE'12 v1.17.1 2024-02-29 sceDmacMemcpy(dest=04146720, src=09652a30, size=65552): overlapping read
WWE'12 v1.17.1 2024-02-29 sceDmacMemcpy(dest=04157ef0, src=093ecc60, size=65552): overlapping read
WWE'12 v1.17.1 2024-02-29 sceDmacMemcpy(dest=041470e0, src=093ba830, size=65552): overlapping read
WWE'12 v1.17.1 2024-02-29 sceDmacMemcpy(dest=0419b430, src=094a8110, size=65552): overlapping read
WWE'12 v1.17.1 2024-02-28 sceDmacMemcpy(dest=04130a00, src=0962ca00, size=65552): overlapping read
WWE'12 v1.9.0 2024-02-26 sceDmacMemcpy(dest=0412bfc0, src=09652ec0, size=65552): overlapping read
WWE'12 v1.17.1 2024-02-26 MIPSCompileOp: Invalid instruction 72acd9a0
WWE'12 v1.13.1 2024-02-25 sceDmacMemcpy(dest=04158810, src=0977b860, size=65552): overlapping read
WWE'12 v1.16.6 2024-02-25 sceDmacMemcpy(dest=041471a0, src=09458140, size=65552): overlapping read
WWE'12 v1.16.6 2024-02-25 sceDmacMemcpy(dest=04171720, src=0979b090, size=65552): overlapping read
WWE'12 v1.16.6 2024-02-24 sceDmacMemcpy(dest=04177e80, src=097a22b0, size=65552): overlapping read
WWE'12 v1.10-6-g8ac4efd3c 2024-02-24 sceDmacMemcpy(dest=04160350, src=09740990, size=65552): overlapping read
WWE'12 v1.15.4 2024-02-24 sceDmacMemcpy(dest=0413bef0, src=09653c30, size=65552): overlapping read
WWE'12 v1.17.1 2024-02-24 Branch in RSZeroComp delay slot at 047c7d38 in block starting at 047c7628
WWE'12 v1.17.1 2024-02-24 Jump to invalid address: 0284b684 PC 047c7d38 LR 08c5247c
WWE'12 v1.17.1 2024-02-24 Jump to invalid address: 00302030 PC 047c7d2c LR 08c5247c
WWE'12 v1.17.1 2024-02-24 Jump to invalid address: 002032ec PC 047c7d1c LR 08c5247c
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction 776fd9fe
WWE'12 v1.17.1 2024-02-24 Jump to invalid address: 0030b6f4 PC 047c7d0c LR 08c5247c
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction ecd9d9d9
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction cde0cda9
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction 6e6f777f
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction d1d9f3f3
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction ecf8fbfc
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction d1d1d1bf
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction ecaaa57f
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction 777fa5a5
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction b0ecfbf3
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction 7f9bb0f3
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction b09ba5f3
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction f3ececf7
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction ec9bbfd9
WWE'12 v1.17.1 2024-02-24 MIPSCompileOp: Invalid instruction f3f8f3f3