Recent logs - v1.17.1-817-g13506d3d02

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Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-817-g13506d3d02 2024-09-07 00000000=sceUtilityScreenshotInitStart(09cad7e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-817-g13506d3d02 2024-09-07 00000000=sceUtilityScreenshotInitStart(09cad828)
SBK® Superbike World Championship v1.17.1-817-g13506d3d02 2024-09-03 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 095952f0): duplicate handler
SBK® Superbike World Championship v1.17.1-817-g13506d3d02 2024-09-03 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08fb5320): duplicate handler
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-817-g13506d3d02 2024-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-817-g13506d3d02 2024-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
Dragon Ball TAG VS v1.17.1-817-g13506d3d02 2024-09-02 AT3 header map lacks entry for bpf: 0 channels: 0
Dragon Ball TAG VS v1.17.1-817-g13506d3d02 2024-09-07 00000400=sceGeEdramSetAddrTranslation(00000800)
Midnight Club L.A. Remix v1.17.1-817-g13506d3d02 2024-08-30 WriteToHardware: Invalid address 00000227 near PC 08b0ea40 LR 08b0ea08
LEGO® Indiana Jones™: TOA v1.17.1-817-g13506d3d02 2024-08-29 Unaligned icache invalidation of 086c89f8 (086c89f8 + 0) at PC=0896f274
LEGO® Indiana Jones™: TOA v1.17.1-817-g13506d3d02 2024-08-28 Unaligned icache invalidation of 08604738 (08604738 + 0) at PC=0896f274
PES FL 2022 v1.8.0 2024-09-07 Savedata version requested: 3
ファントム・ブレイブ PORTABLE v1.17.1-817-g13506d3d02 2024-08-19 sceDmacMemcpy(dest=08eb72c0, src=08ecdb6c, size=6036): overlapping read
WWE SmackDown vs. RAW 2010 v1.17.1-817-g13506d3d02 2024-08-17 sceDmacMemcpy(dest=041997e0, src=094f2c70, size=65552): overlapping read
PES MY 2024 v1.17.1-817-g13506d3d02 2024-09-06 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Def Jam® Fight For NY™: The Takeover v1.17.1-817-g13506d3d02 2024-08-16 UNTESTED sceNetAdhocctlJoinEnterGameMode(9705829, 80:fa:48:f8:bb:e1, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1-817-g13506d3d02 2024-08-16 UNTESTED sceNetAdhocctlCreateEnterGameMode(8665247, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-08-16 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 095b33e0): duplicate handler
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-08-16 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f5a770): duplicate handler
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-08-16 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0960a360): duplicate handler
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-08-16 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0971d0e0): duplicate handler
SBK-07 v1.17.1-817-g13506d3d02 2024-08-14 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09345bd0): duplicate handler
BLAZBLUE CONTINUUM SHIFT Ⅱ v1.17.1-817-g13506d3d02 2024-08-13 WriteToHardware: Invalid address 00001c78 near PC 08a39708 LR 08a39708
ACE COMBAT JOINT ASSAULT v1.17.1-817-g13506d3d02 2024-08-20 Can't draw: No current render step. Step count: 0
eFootball Chelito 19 v1.17.1-817-g13506d3d02 2024-08-13 Unknown GetPointer 001c0000 PC 0884a918 LR 0884a938
Def Jam® Fight For NY™: The Takeover v1.17.1-817-g13506d3d02 2024-08-12 UNTESTED sceNetAdhocctlCreateEnterGameMode(706412d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
eFottball Hend Asean v1.17.1-817-g13506d3d02 2024-08-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
eFottball Hend Asean v1.17.1-817-g13506d3d02 2024-08-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2024-08-09 Can't draw: No current render step. Step count: 0
DBS TTT LATINO - LOS IJUE30S v1.17.4-1 2024-09-03 AT3 header map lacks entry for bpf: 0 channels: 0
DBS TTT LATINO - LOS IJUE30S v1.17.4-1 2024-09-07 00000400=sceGeEdramSetAddrTranslation(00000800)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-817-g13506d3d02 2024-08-05 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): RIFF chunk did not contain WAVE
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 Jump to invalid address: 078c1b00
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 Jump to invalid address: 078cd740
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 Jump to invalid address: 077bf780
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 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 r8p0-01rel0 [Revision 96995]. 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp 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 = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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 * 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_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * 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_lightspecular1 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rg
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 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 r8p0-01rel0 [Revision 96995]. 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * 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_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * 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_lightspecular1 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); 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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecul
FIFA STREET 2 v1.17.1-817-g13506d3d02 2024-08-02 Block transfer invalid: 00000010/0 -> 04000000/0, 1024x736x2 (0,0)->(0,0)
Grand Theft Auto: Vice City Stories v1.17.1-817-g13506d3d02 2024-08-01 WriteToHardware: Invalid address 0000027c near PC 08a97988 LR 08a3da68
Prince of Persia The Forgotten Sands™ v1.17.1-817-g13506d3d02 2024-08-01 __KernelStopThread: thread 576 does not exist (helper deleted)
Wipeout Pure v1.17.1-817-g13506d3d02 2024-08-01 __KernelStopThread: thread 1347 does not exist (helper deleted)
FINAL FANTASY IV Complete Collection v1.17.1-817-g13506d3d02 2024-07-29 8002006a=sceAtracSetData(0, 00000000, 001287a8): invalid buffer address
FINAL FANTASY IV Complete Collection v1.17.1-817-g13506d3d02 2024-07-29 Unknown GetPointerWrite 00000000 PC 089ffb40 LR 088f6fa0
Daxter v1.17.1-817-g13506d3d02 2024-07-28 Unexpected mpeg first timestamp: d44eb0848ab / 14589652125867
Burnout Legends v1.17.1-817-g13506d3d02 2024-07-28 Unknown GE command : 52000001
The Sims™ 2 Castaway v1.17.1-817-g13506d3d02 2024-07-23 Unknown GetPointerWrite 07c3af00 PC 08b66c90 LR 08916884
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-07-23 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09661920): duplicate handler
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-21 Unknown GetPointerWrite 28007138 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-21 An uneaten prefix at end of block: 04501648
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-21 MIPSCompileOp: Invalid instruction 9decdcdc
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-21 MIPSCompileOp: Invalid instruction 78989c89
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-21 MIPSCompileOp: Invalid instruction 7b6cca6c
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-21 Branch in branch delay slot at 044fde48 with different target
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-21 Branch in branch delay slot at 044e6010 with different target
PES FL 2022 v1.17.1-817-g13506d3d02 2024-09-07 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
PES FL 2022 v1.8.0 2024-09-07 Savedata version requested: 3
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.17.1-817-g13506d3d02 2024-07-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:150: 'outerProduct' : no matching overloaded function found ERROR: 0:150: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00000b08 HWX C T N Bezier #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 80000000:00000b08 HWX C T N Bezier in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (1
CODED ARMS v1.17.1-817-g13506d3d02 2024-07-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:216: 'outerProduct' : no matching overloaded function found ERROR: 0:216: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81000000:8000bb08 HWX C T N Light: LightUberShader Bezier TessC TessT TessN #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 81000000:8000bb08 HWX C T N Light: LightUberShader Bezier TessC TessT TessN in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; 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 vec3 u_lightspecular2; 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 vec3 u_lightspecular3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1]
ナルティメットアクセル3 v1.17.1-817-g13506d3d02 2024-07-19 00000000=sceUtilityScreenshotInitStart(09a75ea8)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Unexpected mpeg first timestamp: 16f0a090000 / 1576421359616
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04600006) [04600006] P: ? C: ? T: u16 (4b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (0420002a) [0420002a] P: ? N: s8 C: ? T: u16 (6b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (1220002a) [1220002a] P: ? N: s8 C: ? T: u16 (6b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (0460000b) [0460000b] P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (1260000b) [1260000b] P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (0420001d) [0420001d] P: ? C: 8888 T: u8 (12b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (0460000c) [0460000c] P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04c00016) [04c00016] P: ? C: 5551 T: u16 (through) (10b)
Resistance: Retribution™ v1.17.4-1 2024-09-06 Vertices without position found: (04200004) [04200004] P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12200004) [12200004] P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04200005) [04200005] P: ? C: ? T: u8 (3b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12200005) [12200005] P: ? C: ? T: u8 (3b)
Resistance: Retribution™ v1.17.4-1 2024-09-06 Vertices without position found: (0480000b) [0480000b] P: ? C: ? T: f (through) (4b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04200003) [04200003] P: ? T: f (12b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12200003) [12200003] P: ? T: f (12b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (0420002b) [0420002b] P: ? N: s8 C: ? T: f (8b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (1220002b) [1220002b] P: ? N: s8 C: ? T: f (8b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04000018) [04000018] P: ? C: 4444 (6b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12000018) [12000018] P: ? C: 4444 (6b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12000015) [12000015] P: ? C: 5551 T: u8 (8b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04000015) [04000015] P: ? C: 5551 T: u8 (8b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04000013) [04000013] P: ? C: 565 T: f (16b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04400032) [04400032] P: ? N: s8 C: 565 T: u16 (12b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12400032) [12400032] P: ? N: s8 C: 565 T: u16 (12b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04600004) [04600004] P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12600004) [12600004] P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04000007) [04000007] P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12000007) [12000007] P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04200007) [04200007] P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12200007) [12200007] P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04c00022) [04c00022] P: ? N: s8 T: u16 (through) (10b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (0460002b) [0460002b] P: ? N: s8 C: ? T: f (8b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04210075) [04210075] P: ? N: f C: 5551 T: u8 (20b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12210075) [12210075] P: ? N: f C: 5551 T: u8 (20b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04600010) [04600010] P: ? C: 565 (6b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (12600010) [12600010] P: ? C: 565 (6b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04800011) [04800011] P: ? C: 565 T: u8 (through) (8b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04f10004) [04f10004] P: ? C: ? Morph: 5 (through) (15b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (1240000a) [1240000a] P: ? C: ? T: u16 (4b)
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-17 Vertices without position found: (04000008) [04000008] P: ? C: ? (3b)