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Game title |
Version |
Latest Report |
Message |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Vertices without position found: (12000004) P: ? C: ? (3b) |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Vertices without position found: (0640003f) P: ? N: s8 C: 8888 T: f (20b) |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Vertices without position found: (0660004e) P: ? N: s16 C: ? T: u16 (10b) |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Software: Bad vertex address 01cd3881! |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Vertices without position found: (06600003) P: ? T: f (12b) |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Vertices without position found: (0660001e) P: ? C: 8888 T: u16 (12b) |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Vertices without position found: (06240014) P: ? C: 5551 Morph: 2 (12b) |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
VTYPE with morph used: THRU=0 TC=0 COL=5 POS=0 NRM=0 WT=0 NW=1 IDX=0 MC=2 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Vertices without position found: (0660004f) P: ? N: s16 C: ? T: f (12b) |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Vertices without position found: (0620000a) P: ? C: ? T: u16 (4b) |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-22 |
Vertices without position found: (0640000b) P: ? C: ? T: f (4b) |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-19 |
80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 000f52d8, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 02751590 PC 09e58480 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0790ed80 PC 09e58418 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0791d100 PC 09e58410 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07837500 PC 09e58408 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0784bf80 PC 09e58400 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0789f180 PC 09e583f8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078c5640 PC 09e583f0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0790ae00 PC 09e583e8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0791c940 PC 09e583e0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0790b0c0 PC 09e583d8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 077ca480 PC 09e583d0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0791d8c0 PC 09e583c8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0784b640 PC 09e583c0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078371c0 PC 09e583b8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078a02c0 PC 09e583b0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078a02c0 PC 09e583a8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0789fc00 PC 09e583a0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07905f00 PC 09e58398 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07908f00 PC 09e58390 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07904200 PC 09e58388 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07904b40 PC 09e58380 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07909740 PC 09e58378 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07907f40 PC 09e58370 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07906e00 PC 09e58368 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07903cc0 PC 09e58360 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07908580 PC 09e58358 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07906480 PC 09e58350 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07907700 PC 09e58348 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0790a700 PC 09e58340 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07909dc0 PC 09e58338 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 077ca480 PC 09e58330 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0790ed80 PC 09e58328 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0791df40 PC 09e58320 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0784bf80 PC 09e58318 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078a0740 PC 09e58310 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0784bac0 PC 09e58308 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078c5640 PC 09e58300 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078e7740 PC 09e582f8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0784bf80 PC 09e582f0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07811700 PC 09e582e8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0780c9c0 PC 09e582e0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078a2000 PC 09e582d8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0789f180 PC 09e582d0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07835ec0 PC 09e582c8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 077ca480 PC 09e582c0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07820c00 PC 09e582b8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078c5640 PC 09e582b0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 078e7b40 PC 09e582a8 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07846280 PC 09e582a0 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0784c8c0 PC 09e58298 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 0790b680 PC 09e58290 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 079172c0 PC 09e58288 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Jump to invalid address: 07809480 PC 09e58280 LR 09e58280 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
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 r8p1-00rel0 [Revision 96995].
01f34515:00000f09 HWX C T N LM RevN 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
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
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_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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 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.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_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldno |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
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 r8p1-00rel0 [Revision 96995].
01f34515:00000b09 HWX C T N LM 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
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
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_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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 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.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_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
|
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
Unexpected mpeg first timestamp: 2aab5d3bc01 / 2932218248193 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-15 |
MFIC instruction hit (70020024) at 08912f28 |
God of War™: Ghost of Sparta |
v1.12.3 |
2024-10-12 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 19536 |
God of War™: Ghost of Sparta |
v1.12.3 |
2024-10-12 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145983264 |
God of War™: Ghost of Sparta |
v1.12.3 |
2024-10-12 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145971944 |
God of War™: Ghost of Sparta |
v1.12.3 |
2024-10-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f518, pos=0, access=1, data=2, text=2 |
God of War™: Ghost of Sparta |
v1.12.3 |
2024-10-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f518, pos=0, access=1, data=1, text=1 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-12 |
WriteToHardware: Invalid address 0000004c near PC 08aac38c LR 08aac364 |
God of War™: Ghost of Sparta |
v1.17 |
2024-10-11 |
WriteToHardware: Invalid address c1b5d75d near PC 08000000 LR 08000000 |
God of War™: Ghost of Sparta |
v1.17 |
2024-10-11 |
WriteToHardware: Invalid address 00000170 near PC 08a7e7ec LR 08a7e7ec |
God of War™: Ghost of Sparta |
v1.17 |
2024-10-11 |
ReadFromHardware: Invalid address 00000218 near PC 08a7e7ec LR 08a7e7ec |
God of War™: Ghost of Sparta |
v1.17 |
2024-10-11 |
WriteToHardware: Invalid address 00000170 near PC 08a76b68 LR 08a76bf8 |
God of War™: Ghost of Sparta |
v1.17 |
2024-10-11 |
ReadFromHardware: Invalid address 00000298 near PC 08a76b68 LR 08a76bf8 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-09 |
WriteToHardware: Invalid address 00000029 near PC 08af2448 LR 08a9d78c |
God of War™: Ghost of Sparta |
v1.9.4 |
2024-10-05 |
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 r10p0-00dev0 [Revision 96995].
07f34015:41400b1d HWX C T N LM Fog Tex Bones:6 Light: 0: c:1 t:1 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump vec2 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 mat4 u_bone5;
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 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() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
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_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + d |
God of War™: Ghost of Sparta |
v1.16.6 |
2024-10-03 |
ELF relocation HI16/1(16) pair (instead of LO16) at 08881c24 / 08881c28 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-10-02 |
WriteToHardware: Invalid address 00000029 near PC 08a8a77c LR 08a8bfe8 |
God of War™: Ghost of Sparta |
v1.16.6 |
2024-10-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=08880000, pos=0, access=1, data=2, text=2 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-27 |
ReadFromHardware: Invalid address 00000038 near PC 08a67468 LR 08a68b28 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-27 |
WriteToHardware: Invalid address 000002c8 near PC 08000000 LR 08000000 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-27 |
ReadFromHardware: Invalid address 000027c5 near PC 08000000 LR 08000000 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-27 |
Unknown GE command : fe0a3d71 |
God of War™: Ghost of Sparta |
v1.10.3 |
2024-09-25 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147280608 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-25 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-26 |
Jump to invalid address: 02e29bf0 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-26 |
Jump to invalid address: 0214b6a0 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-26 |
Jump to invalid address: 0214b4b0 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-26 |
Jump to invalid address: 0214b910 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-26 |
Jump to invalid address: 02e29b80 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-09-26 |
Jump to invalid address: 02e29e60 |
God of War™: Ghost of Sparta |
v1.9.4 |
2024-09-24 |
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 r10p0-00dev0 [Revision 96995].
01f34114:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:1 t:0 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 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_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);
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;
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_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
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;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || pr |