Recent logs - WWE All Stars

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Game title Version Latest Report Message
WWE All Stars v1.9.4 2020-02-13 WriteToHardware: Invalid address aaaaada6 near PC 08a32060 LR 08a31eb0
WWE All Stars v1.6.3 2020-02-07 80630006=sceAtracSetDataAndGetID(08b9a100, 00011674): invalid RIFF header
WWE All Stars v1.9.4 2020-02-02 WriteToHardware: Invalid address 000002fc near PC 08ab5fe4 LR 08aaca78
WWE All Stars v1.9.4 2020-02-01 WriteToHardware: Invalid address 00002a0c near PC 08a94bd0 LR 08a98aa4
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-26 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00400022 Tex TexProj TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2DProj(tex, v_texcoord); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:00000058 C Tex TexProjPos (failed) #version 100 precision highp float; attribute vec4 position; attribute vec3 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { v_texcoord = texcoord; v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-26 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00400002 Tex TexProj TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2DProj(tex, v_texcoord); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; } vs: 00000000:00000058 C Tex TexProjPos (failed) #version 100 precision highp float; attribute vec4 position; attribute vec3 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { v_texcoord = texcoord; v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-26 Error in shader compilation: info: Compile failed. ERROR: 0:16: 'f' : suffix for floats requires language version 120 ERROR: 1 compilation errors. No code generated. 00000000:00000058 C Tex TexProjPos #version 100 precision highp float; attribute vec4 position; attribute vec3 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { v_texcoord = texcoord; v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-26 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:00000010 Tex (failed) #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-26 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00000002 Tex TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; } vs: 00000000:00000018 C Tex (failed) #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-26 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00000002 Tex TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; } vs: 00000000:00000010 Tex (failed) #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-26 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:00000018 C Tex (failed) #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-26 Error in shader compilation: info: Compile failed. ERROR: 0:13: 'f' : suffix for floats requires language version 120 ERROR: 1 compilation errors. No code generated. 00000000:00000008 C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-26 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 00000000:00000008 C (failed) #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.8.0 2020-01-21 4 and 8-bit CLUT format not supported for framebuffers
WWE All Stars v1.8.0 2020-01-21 Render to texture with incompatible formats 5 != 0 at 04112000
WWE All Stars v1.8.0 2020-01-21 Render to texture using CLUT with different strides 32 != 512
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-18 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-15 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 (failed) #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 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 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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 <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-15 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 01170000:00000b10 HWX T N Tex Light: 0: c:0 t:0 MatUp:7 (failed) #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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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 <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.6.3-492-g9fddfff66 2020-01-15 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 01370000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 (failed) #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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); 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 <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE All Stars v1.9.4 2020-01-02 WriteToHardware: Invalid address aaaaada6 near PC 08ab7550 LR 08aaca20
WWE All Stars v1.6.3 2019-12-31 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
WWE All Stars v1.7.4 2019-12-29 WriteToHardware: Invalid address 0000038c near PC 08a59738 LR 08a59518
WWE All Stars v1.6.3 2019-12-23 Error in shader program link: info: fs: 00000000:00000002 Tex TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 01370000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
WWE All Stars v1.6.3-492-g9fddfff66 2019-12-15 Error in shader program link: info: (unknown reason) fs: 00000000:00000000 #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
WWE All Stars v1.9.4 2019-12-07 Savedata version requested on save: 3
WWE All Stars v1.8.0-454-g492df41b7 2019-12-01 WriteToHardware: Invalid address 00002a18 near PC 08a59738 LR 08a59518
WWE All Stars v1.9.4 2019-11-30 WriteToHardware: Invalid address 0000038c near PC 08a8be30 LR 08a8bcdc
WWE All Stars v1.9.3 2019-11-20 WriteToHardware: Invalid address aaaaada6 near PC 08a6f5e4 LR 08a6f6cc
WWE All Stars v1.9.4 2019-11-18 WriteToHardware: Invalid address 00002a18 near PC 08a6c0cc LR 08a6c0cc
WWE All Stars v1.4-2-g648bc5d 2019-10-31 Loading module sceMpegbase_Driver with version 0103, devkit 00000000
WWE All Stars v1.4-2-g648bc5d 2019-10-31 Loading module sceFont_Library with version 0101, devkit 00000000
WWE All Stars v1.4-2-g648bc5d 2019-10-31 Loading module sceATRAC3plus_Library with version 0102, devkit 00000000
WWE All Stars v1.4-2-g648bc5d 2019-10-31 Loading module sceMpeg_library with version 0103, devkit 00000000
WWE All Stars v1.4-2-g648bc5d 2019-10-31 Loading module sceSAScore with version 0103, devkit 00000000
WWE All Stars v1.4-2-g648bc5d 2019-10-31 Loading module sceVideocodec_Driver with version 0103, devkit 00000000
WWE All Stars v1.4-2-g648bc5d 2019-10-31 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
WWE All Stars v1.4-2-g648bc5d 2019-10-31 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
WWE All Stars v1.4-2-g648bc5d 2019-10-31 Loading module sceAudiocodec_Driver with version 0103, devkit 00000000
WWE All Stars v1.7.5 2019-09-28 WriteToHardware: Invalid address 000002fc near PC 08a72a34 LR 08a72a34
WWE All Stars v1.8.0 2019-09-28 Unknown GetPointer e2b63ae3 PC 08a73118 LR 08a7313c
WWE All Stars v1.8.0 2019-09-27 Unknown GetPointer 66410b47 PC 08a73118 LR 08a7313c
WWE All Stars v1.8.0 2019-09-07 Unknown GetPointer 00000000 PC 08abd8b8 LR 08abd8b8
WWE All Stars v1.8.0 2019-09-01 WriteToHardware: Invalid address 0000038c near PC 08a78bb8 LR 08a78ac4
WWE All Stars v1.6.3-456-g6d0ed4a 2019-06-12 WriteToHardware: Invalid address 0000038c near PC 08a6f73c LR 08000020
WWE All Stars v1.8.0 2019-06-04 Render to texture using CLUT with different strides 64 != 512
WWE All Stars v1.8.0 2019-09-14 WriteToHardware: Invalid address 000002fc near PC 08a589cc LR 08a589cc
WWE All Stars v1.9.4 2020-01-30 Unknown GetPointer 00000000 PC 08a23708 LR 08000030
WWE All Stars v1.9.4 2020-02-14 Unknown GetPointer 00000000 PC 08000000 LR 08000000
WWE All Stars v1.7.4 2019-05-02 Direct3D9: Failed to get the device caps!
WWE All Stars v1.9.4 2020-02-14 Unknown GetPointer 00000000 PC 08a6f73c LR 08000020
WWE All Stars v1.4-2-g648bc5d 2019-03-16 80630006=sceAtracSetDataAndGetID(08b9a100, 0001dfb4): invalid RIFF header
WWE All Stars v1.7.5 2019-03-12 Unknown GE command : d128d880
WWE All Stars v1.7.5 2019-03-12 Vertices without position found: (00cd8018) P: s8 C: 4444 Morph: 4 (through) (size: 24)
WWE All Stars v1.7.5 2019-03-08 WriteToHardware: Invalid address 00002a18 near PC 08a94bd0 LR 08a98aa4
WWE All Stars v1.7.1 2019-02-26 VTYPE with morph used: THRU=1 TC=0 COL=4 POS=1 NRM=2 WT=0 NW=1 IDX=0 MC=4
WWE All Stars v1.7.1 2019-02-26 Bad index address 00000000!
WWE All Stars v1.5.4 2019-02-24 WriteToHardware: Invalid address 00002a18 near PC 08a72b10 LR 08a72b10
WWE All Stars v1.9.4 2020-01-22 Savedata version requested: 3
WWE All Stars v1.7.5 2019-02-03 WriteToHardware: Invalid address 00002a18 near PC 08a42b28 LR 08a42b28
WWE All Stars v1.5.4 2019-01-25 WriteToHardware: Invalid address be4cd319 near PC 08000000 LR 08000000
WWE All Stars v1.7.4 2019-01-24 80630006=sceAtracSetDataAndGetID(08b9a100, 0001cdf0): invalid RIFF header
WWE All Stars v1.7.5 2019-01-17 sceKernelSetCompiledSdkVersion603_605 unknown SDK: deadbfff
WWE All Stars v1.7.5 2019-01-17 WriteToHardware: Invalid address 0000000c near PC 08a23710 LR 00000000
WWE All Stars v1.7.5 2019-01-15 WriteToHardware: Invalid address 00002a18 near PC 08a8ce1c LR 08a8cde4
WWE All Stars v1.7.5 2019-01-08 WriteToHardware: Invalid address 0000038c near PC 08a985b0 LR 08a98474
WWE All Stars v1.7.5 2019-01-03 WriteToHardware: Invalid address aaaaada6 near PC 08a6c0cc LR 08a6c0cc
WWE All Stars v1.8.0 2019-10-20 Render to texture using CLUT with different strides 256 != 512
WWE All Stars v1.8.0 2019-10-20 Render to texture with incompatible formats 8 != 0 at 04112000
WWE All Stars v1.7.2 2018-12-20 WriteToHardware: Invalid address 00002a18 near PC 08a98fa4 LR 08a98aa4
WWE All Stars v1.7.2 2018-12-14 WriteToHardware: Invalid address 00002a18 near PC 08aac3d0 LR 08aabf98
WWE All Stars v1.7.5 2018-12-12 WriteToHardware: Invalid address 00002a18 near PC 08aa7864 LR 08aabf30
WWE All Stars v1.7.2 2018-12-06 WriteToHardware: Invalid address 000002fc near PC 08a98fa4 LR 08a98aa4
WWE All Stars v1.4.2 2018-12-01 Bad vertex address 052c1f3d!
WWE All Stars v1.4.2 2018-12-01 Spline + morph: 1
WWE All Stars v1.4.2 2018-12-01 VTYPE with morph used: THRU=0 TC=1 COL=1 POS=0 NRM=0 WT=0 NW=1 IDX=0 MC=2
WWE All Stars v1.4.2 2018-12-01 Unsupported Vertex Screen Coordinate Z : f2828100
WWE All Stars v1.4.2 2018-12-01 Unknown GE command : 34070001
WWE All Stars v1.7.1 2018-11-19 WriteToHardware: Invalid address 00002a18 near PC 08aa7110 LR 08aac17c
WWE All Stars v1.7.5 2019-07-26 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
WWE All Stars v1.6.3 2018-10-27 WriteToHardware: Invalid address 00002a18 near PC 08a6c8d4 LR 08a3413c
WWE All Stars v1.8.0 2019-09-12 WriteToHardware: Invalid address 00002a18 near PC 08a8bd6c LR 08a8bcdc
WWE All Stars v1.4-2-g648bc5d 2019-02-12 Wrong magic number 3b6e548b
WWE All Stars v1.5.4 2018-10-07 80630007=sceAtracSetData(2, 08bd5600, 000040e0): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-07 80630007=sceAtracSetData(2, 08bd5600, 00007da0): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-07 80630007=sceAtracSetData(2, 08bd5600, 00005220): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 00007ce0): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 00013860): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 0000a3e0): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 000053a0): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 000155a0): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 00016320): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 0000d490): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 0000a620): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 0000c060): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 00007f00): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 00019e00): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 00003800): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 0000b6a0): atracID uses different codec type than data
WWE All Stars v1.5.4 2018-10-06 80630007=sceAtracSetData(2, 08bd5600, 0000eee0): atracID uses different codec type than data