Recent logs - WWE'12

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
WWE'12 v1.15.4 2023-05-28 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
WWE'12 v1.10.3 2023-05-28 sceDmacMemcpy(dest=0412d080, src=09395880, size=65552): overlapping read
WWE'12 v1.9.3 2023-05-27 ReadFromHardware: Invalid address 30d322c4 near PC 088d8b80 LR 088d8bb8
WWE'12 v1.12.3 2023-05-27 sceDmacMemcpy(dest=0415d450, src=094b76b0, size=65552): overlapping read
WWE'12 v1.15.4 2023-05-27 Unknown GetPointer 258fafdd PC 08bfbde0 LR 08bfbe04
WWE'12 v1.15.4 2023-05-27 Unknown GetPointerWrite 258b1b3c PC 08bfbde0 LR 08bfbe04
WWE'12 v1.11.1 2023-05-26 sceDmacMemcpy(dest=0418aac0, src=0948b760, size=65552): overlapping read
WWE'12 v1.15.4 2023-05-26 __KernelStopThread: thread 2337 does not exist (helper deleted)
WWE'12 v1.15.4 2023-05-26 MIPSCompileOp: Invalid instruction 9d270000
WWE'12 v1.15.4 2023-05-26 MIPSCompileOp: Invalid instruction 0000009e
WWE'12 v1.15.4 2023-05-26 MIPSCompileOp: Invalid instruction 9e110000
WWE'12 v1.14.4 2023-05-26 sceDmacMemcpy(dest=04186500, src=09352150, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-26 __KernelStopThread: thread 308 does not exist (helper deleted)
WWE'12 v1.15.4 2023-05-26 __KernelStopThread: thread 418 does not exist (helper deleted)
WWE'12 v1.15.4 2023-05-25 MIPSCompileOp: Invalid instruction 773af000
WWE'12 v1.15.3 2023-05-25 sceDmacMemcpy(dest=04159e40, src=0944bc20, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-25 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
WWE'12 v1.14.4 2023-05-25 sceKernelCreateThread(name=system): unsupported attributes 00000006
WWE'12 v1.15.4 2023-05-25 MIPSCompileOp: Invalid instruction 61faf7e4
WWE'12 v1.15.4 2023-05-25 MIPSCompileOp: Invalid instruction 65d5fb1e
WWE'12 v1.11.3 2023-05-24 sceDmacMemcpy(dest=0417e570, src=093bdb50, size=65552): overlapping read
WWE'12 v1.15.2 2023-05-24 Unknown GetPointer 1ed970db PC 08bfbde0 LR 08bfbe04
WWE'12 v1.15.2 2023-05-24 Unknown GetPointerWrite 1ed9c0b6 PC 08bfbde0 LR 08bfbe04
WWE'12 v1.6.3 2023-05-23 sceDmacMemcpy(dest=04148d00, src=0962cb80, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-23 __KernelStopThread: thread 337 does not exist (helper deleted)
WWE'12 v1.15.3 2023-05-23 Unknown GetPointer 0a81f5db PC 08bfbde0 LR 08bfbe04
WWE'12 v1.15.3 2023-05-23 Unknown GetPointerWrite 0a81e5cf PC 08bfbde0 LR 08bfbe04
WWE'12 v1.15.3 2023-05-22 __KernelStopThread: thread 3416 does not exist (helper deleted)
WWE'12 v1.14.4 2023-05-21 sceDmacMemcpy(dest=04187790, src=09349450, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-21 80630006=sceAtracSetData(2, 08d4b180, 00001410): invalid RIFF header
WWE'12 v1.15.3 2023-05-21 __KernelStopThread: thread 328 does not exist (helper deleted)
WWE'12 v1.10.2 2023-05-20 sceDmacMemcpy(dest=0418abe0, src=0944a4b0, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-20 sceDmacMemcpy(dest=04171e10, src=09783c80, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-20 sceDmacMemcpy(dest=041887d0, src=0934bed0, size=65552): overlapping read
WWE'12 v1.4.2-425-g7a7ccee5e 2023-05-20 sceDmacMemcpy(dest=04173a10, src=096f8fe0, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-18 Branch in RSZeroComp delay slot at 08fabf98 in block starting at 08fabf94
WWE'12 v1.14.4 2023-05-18 WriteToHardware: Invalid address 01e3db58 near PC 08fabf88 LR 08986a5c
WWE'12 v1.15.3 2023-05-18 ReadFromHardware: Invalid address 0083c0ff near PC 08c4a458 LR 08c4b1f8
WWE'12 v1.15.3 2023-05-18 sceDmacMemcpy(dest=04131360, src=0939c8b0, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-16 WriteToHardware: Invalid address 07dca6c4 near PC 088f31f0 LR 088f30f4
WWE'12 v1.14.4 2023-05-16 sceDmacMemcpy(dest=04179e80, src=0957f990, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-16 sceDmacMemcpy(dest=04140d20, src=096cba40, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-16 sceDmacMemcpy(dest=041605d0, src=095544e0, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-16 sceDmacMemcpy(dest=041a2ee0, src=09290c60, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p2-01rel0 [Revision 96995]. 07f61000:40c00b29 HWX C T N LM Bones:4 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)) // 07f61000:40c00b29 HWX C T N LM Bones:4 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 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 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); 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); lightSum0 = clamp(lightSum0, 0.0, 1.0); v_color0 = lightSum0; v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) { v_fogdepth = 1.0; } else { v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; } vec3
WWE'12 v1.8.0 2023-05-14 ReadFromHardware: Invalid address 18212273 near PC 18212273 LR 08916378
WWE'12 v1.9.4 2023-05-14 sceDmacMemcpy(dest=041617b0, src=094e9d10, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-14 __KernelStopThread: thread 309 does not exist (helper deleted)
WWE'12 v1.15.3 2023-05-12 Unknown GetPointerWrite 0a02eed7 PC 08bfbde0 LR 08bfbe04
WWE'12 v1.15.3 2023-05-12 Unknown GetPointer 0aba58d1 PC 08bfba9c LR 08bfbe04
WWE'12 v1.15.2 2023-05-11 Unknown GetPointer c10b4dd1 PC 089df278 LR 089df298
WWE'12 v1.15.2 2023-05-11 sceDmacMemcpy(dest=041872d0, src=094bf040, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-10 sceDmacMemcpy(dest=0414a500, src=09440250, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-10 sceDmacMemcpy(dest=04171ae0, src=092dc3d0, size=65552): overlapping read
WWE'12 v1.15.3 2023-05-09 ReadFromHardware: Invalid address c1a6803d near PC c1a6803d LR c1a6803d
WWE'12 v1.13.2 2023-05-09 sceDmacMemcpy(dest=04153600, src=094801c0, size=65552): overlapping read
WWE'12 v1.13.2 2023-05-09 sceKernelLoadModule: unsupported options size=00000014, flags=18000000, pos=0, access=1, data=2, text=2
WWE'12 v1.13.2 2023-05-09 sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=1, text=1
WWE'12 v1.13.2 2023-05-09 sceKernelLoadModule: unsupported options size=00000014, flags=02000200, pos=0, access=1, data=2, text=2
WWE'12 v1.9.4 2023-05-08 sceDmacMemcpy(dest=041303b0, src=096af500, size=65552): overlapping read
WWE'12 v1.9.4 2023-05-08 sceDmacMemcpy(dest=0416d880, src=0974c1f0, size=65552): overlapping read
WWE'12 v1.15.2 2023-05-08 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
WWE'12 v1.9.4 2023-05-08 sceDmacMemcpy(dest=04132e50, src=09644a60, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-07 __KernelStopThread: thread 336 does not exist (helper deleted)
WWE'12 v1.14.4 2023-05-07 sceDmacMemcpy(dest=0414d1a0, src=09382300, size=65552): overlapping read
WWE'12 v1.9.4 2023-05-07 sceDmacMemcpy(dest=04161500, src=095dca40, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-06 Unexpected mpeg first timestamp: 37520723239 / 3801590411833
WWE'12 v1.9.4 2023-05-05 sceDmacMemcpy(dest=04131130, src=093ccb50, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-05 ReadFromHardware: Invalid address 2f8636cc near PC 08aa5028 LR 08a8ef34
WWE'12 v1.15.2 2023-05-05 Unknown GetPointer 0cb612ed PC 08bfba9c LR 08bfbe04
WWE'12 v1.15.3 2023-05-23 sceDmacMemcpy(dest=04187af0, src=09431e60, size=65552): overlapping read
WWE'12 v1.14.1 2023-05-05 UI scissor out of bounds in CwCheatScreen: 528,0-1072,721 / 1600,720
WWE'12 v1.14.4 2023-05-04 sceDmacMemcpy(dest=041586a0, src=094570d0, size=65552): overlapping read
WWE'12 v1.15.1 2023-05-04 sceDmacMemcpy(dest=0415c870, src=0964c360, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-03 sceDmacMemcpy(dest=041b8930, src=0927cdd0, size=131088): overlapping read
WWE'12 v1.14.4 2023-05-02 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 r10p0-00rel0 [Revision 96995]. 07f61000:41000b39 HWX C T N LM Tex 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)) // 07f61000:41000b39 HWX C T N LM Tex 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) { 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_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
WWE'12 v1.14.4 2023-05-02 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 r10p0-00rel0 [Revision 96995]. 07f71000:41400b39 HWX C T N LM Tex 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)) // 07f71000:41400b39 HWX C T N LM Tex 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) { 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_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 = out
WWE'12 v1.14.4 2023-05-02 Replacement rowPitch=32, but w=512 (level=0)
WWE'12 v1.14.4 2023-05-02 sceDmacMemcpy(dest=041795b0, src=097970f0, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-02 sceDmacMemcpy(dest=04131480, src=09625ef0, size=65552): overlapping read
WWE'12 v1.14.4 2023-05-01 sceDmacMemcpy(dest=04149320, src=093f27b0, size=65552): overlapping read
WWE'12 v1.14.4 2023-04-30 sceDmacMemcpy(dest=041633b0, src=096a6350, size=65552): overlapping read
WWE'12 v1.9.4 2023-04-29 sceDmacMemcpy(dest=04161e50, src=097197e0, size=65552): overlapping read
WWE'12 v1.14 2023-04-29 UI scissor out of bounds in GameSettingsScreen: 487,0-1895,1081 / 2400,1036
WWE'12 v1.14.4 2023-04-29 sceDmacMemcpy(dest=04146c50, src=096f8db0, size=65552): overlapping read
WWE'12 v1.14.4 2023-04-27 An uneaten prefix at end of block: 08f425f0
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction cfa8d8f1
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction ce302070
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction 75844778
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction 6586c965
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction 72757478
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction 4cf14319
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction 00000cff
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction 07f9002f
WWE'12 v1.14.4 2023-04-27 Jump to invalid address: 03fc4000
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction ee8f7000
WWE'12 v1.14.4 2023-04-27 Jump to invalid address: 07640000
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction 005fc201
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction 00000bfd
WWE'12 v1.14.4 2023-04-27 MIPSCompileOp: Invalid instruction 000009fc