Recent logs - God of War®: Ghost of Sparta

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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