Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.15.4 2023-06-02 sceKernelLoadModule: unsupported options size=00000014, flags=09fff6a0, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.12.3 2023-05-28 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0404c000 offset: 0 (128x128 stride 512, 8888)
God of War: Chains of Olympus v1.15.3 2023-05-27 Unknown GetPointerWrite 00000000 PC 089da870 LR 089da884
God of War: Chains of Olympus v1.15.4 2023-05-27 __KernelStopThread: thread 342 does not exist (helper deleted)
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1202,289-0,56 / 1172,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1202,231-0,56 / 1172,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1202,173-0,56 / 1172,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1202,114-0,56 / 1172,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1202,56-0,56 / 1172,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1284,289-0,56 / 1172,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1284,231-0,56 / 1172,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1284,173-0,56 / 1172,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1284,114-0,56 / 1172,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in SavedataScreen: 1284,56-0,56 / 1172,544
God of War: Chains of Olympus v1.14.4 2023-05-26 sceKernelLoadModule: unsupported options size=00000014, flags=00000003, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in ReportFinishScreen: 366,28-423,1712 / 1740,810
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-26 UI scissor out of bounds in ReportFinishScreen: 0,28-346,1705 / 1740,810
God of War: Chains of Olympus v1.15 2023-05-24 sceGeBreak(mode=0, unknown=09fff3f0): unknown ptr (valid)
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-23 UI scissor out of bounds in ReportFinishScreen: 300,26-401,1574 / 1601,720
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-20 UI scissor out of bounds in SavedataScreen: 1728,204-0,99 / 1528,720
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-20 UI scissor out of bounds in SavedataScreen: 1728,100-0,99 / 1528,720
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-20 UI scissor out of bounds in ReportFinishScreen: 300,26-400,1502 / 1528,720
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-20 UI scissor out of bounds in ReportFinishScreen: 0,26-280,1495 / 1528,720
God of War: Chains of Olympus v1.13.1-547-g9f4a84945 2023-05-18 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888): [COLOR seq:1680 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false] [COLOR seq:1688 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
God of War: Chains of Olympus v1.15.3 2023-05-15 __KernelStopThread: thread 295 does not exist (helper deleted)
God of War: Chains of Olympus v1.15.2 2023-05-11 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 r6p2-01rel0 [Revision 96995]. 07f34004:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull #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)) // 07f34004:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; attribute mediump float 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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); 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); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; lightSum0 = clamp(lightSum0, 0.0, 1.0); v_color0 = lightSum0; v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); if (u_fogcoef.x <= -65535.
God of War: Chains of Olympus v1.15.3-4-g90ea4243e 2023-05-08 __KernelStopThread: thread 302 does not exist (ApctlThread deleted)
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-05-06 UI scissor out of bounds in GameSettingsScreen: 244,0-1250,720 / 1480,720
God of War: Chains of Olympus v1.15.2 2023-05-11 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 r6p2-01rel0 [Revision 96995]. 01f24004:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:2 Cull #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)) // 01f24004:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:2 Cull 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 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_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 = u_matambientalpha; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = 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); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; lightSum0 = clamp(lightSum0, 0.0, 1.0); v_color0 = lightSum0; v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) { v_fogdepth = 1.0; } else { v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw
God of War: Chains of Olympus v1.13.2 2023-05-06 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142957872
God of War: Chains of Olympus v1.11.3 2023-05-05 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 r6p0-00dev0 [Revision 96995]. 01f34444:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = 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 - 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); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; 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); 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_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 = splat3(0.0); 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 || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.11.3 2023-05-05 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 r6p0-00dev0 [Revision 96995]. 01f34444:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = 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 - 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); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; 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); 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_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 = splat3(0.0); 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 || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.14.3 2023-05-01 80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data
God of War: Chains of Olympus v1.14.3 2023-05-01 80630007=sceAtracSetData(2, 08bd5600, 00002f00): atracID uses different codec type than data
God of War: Chains of Olympus v1.14.3 2023-05-01 80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data
God of War: Chains of Olympus v1.14.3 2023-05-01 sceGeBreak(mode=0, unknown=08b90d1c): unknown ptr (valid)
God of War: Chains of Olympus v1.14.3 2023-05-01 80630007=sceAtracSetData(2, 08bd5600, 000023a0): atracID uses different codec type than data
God of War: Chains of Olympus v1.14.3 2023-05-01 80630007=sceAtracSetData(2, 08bd5600, 000065a0): atracID uses different codec type than data
God of War: Chains of Olympus v1.14.3 2023-05-01 80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data
God of War: Chains of Olympus v1.15 2023-05-02 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 330 #extension GL_ARB_shader_stencil_export : require // Driver: ATI Radeon HD 4200 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
God of War: Chains of Olympus v1.14.4 2023-04-30 Jump to invalid address: 0561bb60
God of War: Chains of Olympus v1.14.4 2023-04-30 Jump to invalid address: 0561b400
God of War: Chains of Olympus v1.14.4 2023-04-30 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 r10p0-00rel0 [Revision 96995]. 01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull #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)) // 01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull 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 vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; 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 vec3 u_matdiffuse; 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 = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = 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); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.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_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); 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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x
God of War: Chains of Olympus v1.15.3 2023-05-20 00000800=sceGeEdramSetAddrTranslation(00000800)
God of War: Chains of Olympus v1.14.4 2023-04-29 sceKernelLoadModule: unsupported options size=00000014, flags=0897230c, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.14.4 2023-04-29 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 r10p0-00rel0 [Revision 96995]. 01f34444:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull #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)) // 01f34444:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull 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 mediump mat4 u_texmtx; 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; 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_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); 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); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; 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); lightSum0.rgb += (u_lightambient2 * ambientColor.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_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
God of War: Chains of Olympus v1.14.4 2023-04-26 Ignoring possible texturing from framebuffer at 04162000 +0x63 / 480x272
God of War: Chains of Olympus v1.14.4 2023-04-24 __KernelStopThread: thread 419 does not exist (helper deleted)
God of War: Chains of Olympus v1.14.1 2023-04-23 UI scissor out of bounds in GamePauseScreen: 814,13-200,587 / 600,1024
God of War: Chains of Olympus v1.14.1 2023-04-23 UI scissor out of bounds in GamePauseScreen: 0,13-808,587 / 600,1024
God of War: Chains of Olympus v1.14.4 2023-04-20 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.14.4 2023-04-20 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.14.2 2023-04-16 UI scissor out of bounds in MainScreen: 0,0-445,961 / 562,960
God of War: Chains of Olympus v1.12.2 2023-04-16 WriteToHardware: Invalid address 0000004c near PC 089f14f0 LR fffff7ff
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-04-15 UI scissor out of bounds in GameSettingsScreen: 280,0-1259,720 / 720,1552
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-04-15 UI scissor out of bounds in GameSettingsScreen: 0,85-720,1368 / 1552,720
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-04-15 UI scissor out of bounds in GameSettingsScreen: 280,0-1259,720 / 1456,720
God of War: Chains of Olympus v1.14.4 2023-04-15 Failed to allocate memory for ELF!
God of War: Chains of Olympus v1.14.4 2023-04-15 __KernelStopThread: thread 286 does not exist (ApctlThread deleted)
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2023-04-14 __KernelStopThread: thread 353 does not exist
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-04-13 UI scissor out of bounds in GameSettingsScreen: 245,0-1294,720 / 1466,720
God of War: Chains of Olympus v1.14.4 2023-04-11 MIPSCompileOp: Invalid instruction 43d801be
God of War: Chains of Olympus v1.14.4 2023-04-11 Jump to invalid address: 0339bc00
God of War: Chains of Olympus v1.14.1 2023-04-11 UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 960,544
God of War: Chains of Olympus v1.14.1 2023-04-10 80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-04-10 UI scissor out of bounds in GameSettingsScreen: 238,0-1303,721 / 1552,720
God of War: Chains of Olympus v1.14.2 2023-04-07 UI scissor out of bounds in GameSettingsScreen: 238,0-1031,721 / 1280,720
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2023-04-01 __KernelStopThread: thread 1880 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2023-04-01 __KernelStopThread: thread 356 does not exist
God of War: Chains of Olympus v1.14.4 2023-04-01 An uneaten prefix at end of block for 08997864
God of War: Chains of Olympus v1.11.3-1187-g714578a3a 2023-03-30 An uneaten prefix at end of block: 08997898
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-29 UI scissor out of bounds in GameSettingsScreen: 186,0-1145,800 / 1340,736
God of War: Chains of Olympus v1.14.4 2023-03-22 __KernelStopThread: thread 346 does not exist (helper deleted)
God of War: Chains of Olympus v1.14.1 2023-03-22 UI scissor out of bounds in GameSettingsScreen: 320,0-1480,817 / 1813,816
God of War: Chains of Olympus v1.14.1 2023-03-22 UI scissor out of bounds in MainScreen: 51,0-1351,817 / 1813,816
God of War: Chains of Olympus v1.14.4 2023-03-20 Jump to invalid address: 06617410
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-19 UI scissor out of bounds in GameSettingsScreen: 350,0-1929,1080 / 2175,1080
God of War: Chains of Olympus v1.14.4 2023-03-16 Jump to invalid address: 03d86900
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1202,366-0,71 / 1137,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1202,292-0,71 / 1137,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1202,218-0,71 / 1137,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1202,144-0,71 / 1137,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1202,70-0,71 / 1137,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1278,366-0,71 / 1137,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1278,292-0,71 / 1137,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1278,218-0,71 / 1137,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1278,144-0,71 / 1137,544
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-13 UI scissor out of bounds in SavedataScreen: 1278,70-0,71 / 1137,544
God of War: Chains of Olympus v1.13.2 2023-03-08 __KernelStopThread: thread 314 does not exist
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-03-05 UI scissor out of bounds in GameSettingsScreen: 280,0-1262,720 / 1459,720
God of War: Chains of Olympus v1.14 2023-03-03 UI scissor out of bounds in GameSettingsScreen: 139,0-814,653 / 960,600
God of War: Chains of Olympus v1.14.2 2023-02-28 UI scissor out of bounds in GameSettingsScreen: 280,0-1148,720 / 1357,720
God of War: Chains of Olympus v1.14 2023-02-28 Jump to invalid address: 02dc6ad0
God of War: Chains of Olympus v1.14 2023-02-28 MIPSCompileOp: Invalid instruction 00000081
God of War: Chains of Olympus v1.14.4 2023-02-26 ReadFromHardware: Invalid address 0000cd9f near PC 089b795c LR 089b7d94
God of War: Chains of Olympus v1.14.4 2023-02-26 WriteToHardware: Invalid address 0000c600 near PC 089b0cf0 LR 089b0cf0
God of War: Chains of Olympus v1.14.4 2023-02-26 Unknown GE command : 391dc5ec
God of War: Chains of Olympus v1.15.3 2023-05-09 00000400=sceGeEdramSetAddrTranslation(00000400)
God of War: Chains of Olympus v1.12.3-3403-g1c6f491db 2023-02-26 UI scissor out of bounds in GameSettingsScreen: 262,0-1280,720 / 1465,720
God of War: Chains of Olympus v1.14.4 2023-02-25 __KernelStopThread: thread 308 does not exist (helper deleted)