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Game title |
Version |
Latest Report |
Message |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.6.3 |
2024-12-21 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00200000 Fog
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000104 HWX Fog
#version 300 es
precision highp float;
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.6.3 |
2024-12-18 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01710004:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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 * color0 + vec4(u_matemissive, 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 = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.6.3 |
2024-12-18 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01730000:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
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 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 vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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 * color0 + 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 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.6.3 |
2024-12-18 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01110004:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 MatUp:1
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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 * color0 + vec4(u_matemissive, 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 = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.6.3 |
2024-12-18 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01310004:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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 * color0 + vec4(u_matemissive, 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 = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.6.3 |
2024-12-18 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01710004:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
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 vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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 * color0 + vec4(u_matemissive, 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 = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.6.3 |
2024-12-21 |
GL ran out of GPU memory; switching to low memory mode |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.17.1 |
2024-08-10 |
Savedata version requested: 3 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.10.3 |
2024-08-01 |
Render to area containing texture at 04161800 +128x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.7.4 |
2023-12-02 |
Render to area containing texture at 00161800 +64x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.18.1 |
2025-02-11 |
Can't draw: No current render step. Step count: 0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-07-31 |
UI scissor out of bounds in GameSettingsScreen: 352,0-1247,720 / 1516,720 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.15.4 |
2023-06-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.15.4 |
2025-01-27 |
Rendering to framebuffer offset at 04162000 +384x0 (stride 512) |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.7.4 |
2023-12-02 |
Rendering to framebuffer offset: 00161800 +64x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.7.4 |
2023-04-12 |
Render to area containing texture at 00161800 +192x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.4 |
2023-03-25 |
00000800=sceGeEdramSetAddrTranslation(00000800) |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.4 |
2023-03-07 |
WriteToHardware: Invalid address 0000004c near PC 08000000 LR 08000000 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.18.1 |
2025-01-08 |
BREAK instruction hit |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.1 |
2023-01-25 |
UI scissor out of bounds in GameSettingsScreen: 224,0-1222,721 / 1456,720 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,0-1147,37 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 85,1207-221,90 / 544,967 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,1207-306,90 / 544,967 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,1110-306,90 / 544,967 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,1013-306,90 / 544,967 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,861-306,858 / 544,967 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,746-306,973 / 544,967 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 1163,5-538,301 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 268,145-878,29 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,145-1147,29 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,115-1147,29 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,84-1147,29 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,36-1147,270 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-10 |
UI scissor out of bounds in MainScreen: 0,0-1147,306 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.18.1 |
2025-03-22 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in ReportScreen: 127,35-170,1684 / 544,967 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in ReportScreen: 0,35-119,1675 / 544,967 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in ReportScreen: 1155,11-538,295 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in ReportScreen: 0,11-1129,292 / 967,544 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in GamePauseScreen: 1528,15-712,390 / 1280,720 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in GamePauseScreen: 0,15-1506,390 / 1280,720 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in GameSettingsScreen: 0,85-720,1096 / 1280,720 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in GameSettingsScreen: 497,0-1755,405 / 1280,720 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in GameSettingsScreen: 288,0-1221,721 / 1520,720 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.18.1-362-g01b4eb41be |
2025-03-27 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-15 |
Unknown GetPointer 00000000 PC 08807b88 LR 08000030 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.18.1-362-g01b4eb41be |
2025-03-27 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-08 |
Unknown GetPointer 00000000 PC 08000000 LR 08000000 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2022-11-20 |
WriteToHardware: Invalid address 00000074 near PC 08000000 LR 08000000 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.13.2 |
2022-11-19 |
Branch in Jump delay slot at 0881a31c in block starting at 0881a31c |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2022-09-05 |
Render to area containing texture at 04161800 +256x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-04 |
Render to area containing texture at 04161800 +64x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2022-09-05 |
Render to area containing texture at 04161800 +192x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2022-09-05 |
Ignoring possible render to texture at 04161800 +0x64 / 512x272 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.7.5 |
2025-02-03 |
Render to area containing texture at 00162000 +256x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.7.5 |
2025-02-03 |
Ignoring possible render to texture at 00161800 +0x64 / 480x272 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.7.5 |
2024-12-21 |
Rendering to framebuffer offset: 00162000 +256x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-02-09 |
Unknown GetPointer 00000000 PC 0881a31c LR 0881a31c |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-15 |
Render to area containing texture at 04162000 +256x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-15 |
Render to texture with different strides 1024 != 512 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-15 |
Ignoring possible render to texture at 04161800 +0x64 / 480x272 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.12.3 |
2022-01-05 |
WriteToHardware: Invalid address 000002c8 near PC 08000000 LR 08000000 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.12.3 |
2022-01-05 |
ReadFromHardware: Invalid address ffffffa3 near PC 08000000 LR 08000000 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-24 |
Rendering to framebuffer offset: 04162000 +256x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.14.4 |
2025-03-24 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.13.2 |
2025-03-04 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 512x272 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-24 |
Rendering to framebuffer offset: 04161800 +64x0 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.9.4 |
2025-03-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |