Recent logs - God of War™: Ghost of Sparta

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Game title Version Latest Report Message
God of War™: Ghost of Sparta v1.17.1 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