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Game title |
Version |
Latest Report |
Message |
God of War®: Ghost of Sparta |
v1.10.1 |
2021-01-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2 |
God of War®: Ghost of Sparta |
v1.10.1 |
2021-01-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1 |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-22 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-20 |
80020001=sceKernelCreateSema(): invalid name |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-19 |
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 r8p0-00dev0 [Revision 96995].
01f34515:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
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 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 mediump vec3 u_lightatt2;
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_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;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * color0.rgb) * 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_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * 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_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-19 |
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 r8p0-00dev0 [Revision 96995].
01f34515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
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 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 mediump vec3 u_lightatt2;
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_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;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * color0.rgb) * 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_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * 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_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_l |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-19 |
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 r8p0-00dev0 [Revision 96995].
01f34155:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
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 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 mediump vec3 u_lightatt1;
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_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;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * color0.rgb) * 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_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * 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_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * 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_lightspecular2 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_l |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-19 |
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 r8p0-00dev0 [Revision 96995].
01f34155:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
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 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 mediump vec3 u_lightatt1;
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_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;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * color0.rgb) * 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_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * 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_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * 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_lightspecular2 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-14 |
sceMpegRingbufferPut(): invalid mpeg data |
God of War®: Ghost of Sparta |
v1.10.3 |
2020-12-30 |
Unknown GetPointer 3f800000 PC 3f800000 LR 3f800000 |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 469 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 471 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 439 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 431 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 485 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 487 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 346 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 357 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-05 |
__KernelStopThread: thread 345 does not exist |
God of War®: Ghost of Sparta |
v1.10.3-1492-g20d161f4a |
2021-01-09 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888) |
God of War®: Ghost of Sparta |
v1.9.4 |
2020-09-22 |
Unknown GE command : 35872c51 |
God of War®: Ghost of Sparta |
v1.10.3-487-gb652f62d1 |
2021-01-09 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2 |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1 |
God of War®: Ghost of Sparta |
v1.10.3 |
2020-08-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2 |
God of War®: Ghost of Sparta |
v1.10.3 |
2021-01-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1 |
God of War®: Ghost of Sparta |
v1.10.3 |
2020-11-10 |
Video out requested, not supported: mode=0 size=512,272 |
God of War®: Ghost of Sparta |
v1.10.3 |
2020-11-10 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 |
God of War®: Ghost of Sparta |
v1.10.3 |
2020-11-10 |
Unknown syscall in known module 'sceNpService': 0x78802d5f |
God of War®: Ghost of Sparta |
v1.10.3 |
2020-11-10 |
Unknown syscall in known module 'sceNpService': 0x268c009d |
God of War®: Ghost of Sparta |
v1.10.3 |
2020-11-10 |
Unknown syscall in known module 'sceNpService': 0x1da3e950 |
God of War®: Ghost of Sparta |
v1.10.3 |
2020-08-19 |
Unknown syscall in known module 'sceNpService': 0x168b8de5 |
God of War®: Ghost of Sparta |
v1.10.3 |
2020-08-19 |
Unknown syscall in known module 'sceNpAuth': 0xd99455dd |
God of War®: Ghost of Sparta |
v1.4-2-g648bc5d |
2020-08-08 |
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 r2p1_05rel0 [Revision 96995].
/ code: #version 100
precision highp float;
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 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 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump 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);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
toLight = u_lightpos0;
mediump float dot0 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * dot0;
dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot0 > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
mediump float dot1 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * dot1;
dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot1 > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
mediump float dot2 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * dot2;
dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot2 > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * color0.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;
}
|
God of War®: Ghost of Sparta |
v1.10.2 |
2020-07-11 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod
#version 110
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
varying vec4 v_color0;
varying vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
gl_FragColor = v;
}
vs: 01030000:00120b19 HWX C T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3
#version 110
#define lowp
#define mediump
#define highp
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform vec3 u_lightpos1;
uniform lowp vec4 u_ambient;
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 lowp vec3 v_color1;
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 * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
gl_Position = outPos;
}
|
God of War®: Ghost of Sparta |
v1.10.2 |
2020-07-11 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:00800802 Tex LM 2x TFuncMod
#version 110
#define lowp
#define mediump
#define highp
uniform sampler2D tex;
varying vec4 v_color0;
varying vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
gl_FragColor = v;
}
vs: 01030000:00120b19 HWX C T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3
#version 110
#define lowp
#define mediump
#define highp
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform vec3 u_lightpos1;
uniform lowp vec4 u_ambient;
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 lowp vec3 v_color1;
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 * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
gl_Position = outPos;
}
|
God of War®: Ghost of Sparta |
v1.9.3-528-g0d2acb6d7 |
2020-03-26 |
WriteToHardware: Invalid address 00000064 near PC 08a7ad20 LR 08a7ad20 |
God of War®: Ghost of Sparta |
v1.9.3-528-g0d2acb6d7 |
2020-03-26 |
ReadFromHardware: Invalid address 00000068 near PC 08a7ad20 LR 08a7ad20 |
God of War®: Ghost of Sparta |
v1.9.3 |
2020-02-16 |
ReadFromHardware: Invalid address 00000038 near PC 08857470 LR 0882daac |
God of War®: Ghost of Sparta |
v1.7.4 |
2020-02-08 |
Unknown GetPointer 00000000 PC 00000000 LR 08ab5680 |
God of War®: Ghost of Sparta |
v1.7.4 |
2020-02-08 |
ReadFromHardware: Invalid address 0000001c near PC 08aac36c LR 08aac444 |
God of War®: Ghost of Sparta |
v1.9.4 |
2019-12-11 |
Unknown GetPointer 00000000 PC 088206bc LR 088206bc |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 349 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 341 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 339 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2020-12-22 |
__KernelStopThread: thread 336 does not exist |
God of War®: Ghost of Sparta |
v1.9.3-80-g73bf6098e |
2019-10-30 |
__KernelStopThread: thread 348 does not exist |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-10-14 |
WriteToHardware: Invalid address 00000064 near PC 08be4e0c LR 08be4b38 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-10-14 |
ReadFromHardware: Invalid address 00000068 near PC 08be4e0c LR 08be4b38 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-09-22 |
ReadFromHardware: Invalid address 00000804 near PC 08a75f34 LR 08a75f28 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-09-22 |
Unknown GetPointer 00000000 PC 00000000 LR 08a72ba8 |
God of War®: Ghost of Sparta |
v1.8.0 |
2021-01-14 |
Render to area containing texture at 04161800 +192x0 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction ecddffa1 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 61c7d21b |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Branch in RSZeroComp delay slot at 0810fbe4 in block starting at 0810fbd8 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 624ed6d4 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
An uneaten prefix at end of block: 0810fbd0 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Unknown GetPointer 4dc00000 PC 4dc00000 LR deadbeef |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 00f8535e |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 62b7d1ae |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 67ced2e2 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 004f4645 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Trying to compile instruction 40055dd8 that can't be interpreted |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 78600000 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Trying to compile instruction 002c6936 that can't be interpreted |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Trying to compile instruction 00555031 that can't be interpreted |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 6289d219 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 0099a9a9 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
WriteToHardware: Invalid address 00000000 near PC 0810fb8c LR deadbeef |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Branch in RSRTComp delay slot at 0810fb84 in block starting at 08100000 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 0009f454 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Trying to compile instruction 493f8000 that can't be interpreted |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Branch in RSRTComp delay slot at 08485bd4 in block starting at 08485bcc |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction ee00007f |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction b5040080 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction b3090080 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction b1080000 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 04040028 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 9c08c000 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 483f8000 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 4b000000 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction b0d46da0 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Branch in Jump delay slot at 084802bc in block starting at 08480000 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction cd425c00 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Branch in RSRTComp delay slot at 08485ad0 in block starting at 08485ac8 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction cf2d3a47 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction b0d81cc0 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction b21dbb00 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction ce3c94f2 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 4553211c |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 00000005 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Jump to invalid address: 068c0000 PC 08108c90 LR 08000000 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
MIPSCompileOp: Invalid instruction 000004f9 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Trying to compile instruction 000009f3 that can't be interpreted |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
Jump to invalid address: 03d00000 PC 08108c88 LR 08000000 |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
WriteToHardware: Invalid address 00000000 near PC 08ab8a50 LR 08b7b66c |
God of War®: Ghost of Sparta |
v1.8.0 |
2019-08-22 |
ReadFromHardware: Invalid address 3ffffffc near PC 0880c1d8 LR 0880c1d8 |