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Game title |
Version |
Latest Report |
Message |
God of War: Chains of Olympus |
v1.17.1 |
2024-09-09 |
Jump to invalid address: 07819f40 |
God of War: Chains of Olympus |
v1.17.1 |
2024-09-04 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088bd240 |
God of War: Chains of Olympus |
v1.9.4 |
2024-08-25 |
CALL to illegal address 00a758d4 - ignoring! data=0000d7 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-24 |
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 r8p0-00dev0 [Revision 96995].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: 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))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
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 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 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 - 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;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(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 || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
God of War: Chains of Olympus |
v1.17.1 |
2024-08-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=09564440, pos=1, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=08d853c4, pos=1, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=08dd5138, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=0000a018, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-20 |
MIPSCompileOp: Invalid instruction 403c4456 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-20 |
Jump to invalid address: 0cc0e524 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-17 |
Branch in RSRTComp delay slot at 089a2a30 in block starting at 089a2a28 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-16 |
80420014=__sceSasCore(08b64640, 4e082200): invalid address |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-14 |
An uneaten prefix at end of block: 08927e70 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
MIPSCompileOp: Invalid instruction cc78b7e6 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
MIPSCompileOp: Invalid instruction 4e239aae |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
MIPSCompileOp: Invalid instruction 000008fa |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 033b32c0 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 07944400 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0784e040 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 07862b80 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 078b5f80 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 078dc540 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 07921d00 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 07943d80 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 07921fc0 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 077e0c80 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 07944a80 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 07862240 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0784dd00 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 078b70c0 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 078b6a00 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0791ce00 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0791fe00 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0791b100 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0791ba40 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 07920640 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0791ee40 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0791dd00 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0791abc0 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0791f480 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-13 |
Jump to invalid address: 0791d380 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-31 |
sceKernelLoadModule: unsupported options size=00000014, flags=08e3bf68, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a87160, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Jump to invalid address: 05fcc970 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Jump to invalid address: 0588c400 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-12 |
Jump to invalid address: 05f9aad0 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-12 |
Jump to invalid address: 05638d00 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-07 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 089fafc4 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-06 |
ReadFromHardware: Invalid address 0000ffcf near PC 089b7d94 LR 089b7d94 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-06 |
WriteToHardware: Invalid address 00004f60 near PC 089b0cf0 LR 089b0cf0 |
God of War: Chains of Olympus |
v1.7.1 |
2024-07-01 |
CALL to illegal address 00000240 - ignoring! data=000043 |
God of War: Chains of Olympus |
v1.12.3 |
2024-06-30 |
Unexpected mpeg first timestamp: ef7e0537674 / 16457783277172 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-30 |
WriteToHardware: Invalid address 00000029 near PC 089e7598 LR 089e77dc |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-26 |
Jump to invalid address: 06139cc0 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-24 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-24 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.4-2-g648bc5d |
2024-06-19 |
WriteToHardware: Invalid address 00000174 near PC 08000000 LR 08000000 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-17 |
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].
01f14484:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:2 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))
// 01f14484:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:2 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 mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 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;
lowp float angle;
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);
angle = dot(u_lightdir1, toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
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);
ligh |
God of War: Chains of Olympus |
v1.13.1-547-g9f4a84945 |
2024-06-15 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:1377 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false]
[COLOR seq:1385 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
|
God of War: Chains of Olympus |
v1.17.1 |
2024-06-14 |
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].
01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 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))
// 01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 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 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 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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;
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;
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 || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_c |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-07-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-07-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-06-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-15 |
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 r10p0-00dev0 [Revision 96995].
01f14404:00000b29 HWX C T N LM 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))
// 01f14404:00000b29 HWX C T N LM 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 || proj |
God of War: Chains of Olympus |
v1.17 |
2024-06-04 |
800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/cartnet.pmf): too many streams in PSMF video, bogus data |
God of War: Chains of Olympus |
v1.6.3 |
2024-06-01 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 07030000:40c00b19 HWX C T N LM Tex Bones:4 Light: MatUp:3 WScale 3
#version 300 es
precision highp float;
in mediump vec4 w1;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 vec4 u_uvscaleoffset;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3;
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);
gl_Position = 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(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
God of War: Chains of Olympus |
v1.6.3 |
2024-06-01 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 01010000:00000b19 HWX C T N LM Tex Light: MatUp:1
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp 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);
gl_Position = 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(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
God of War: Chains of Olympus |
v1.6.3 |
2024-06-01 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01010000:00000b1d HWX C T N LM Fog Tex Light: MatUp:1
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War: Chains of Olympus |
v1.6.3 |
2024-06-01 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01030000:00000b1d HWX C T N LM Fog Tex Light: MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War: Chains of Olympus |
v1.6.3 |
2024-06-01 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 00000000:00000910 HWX T Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
God of War: Chains of Olympus |
v1.16.1 |
2024-06-01 |
FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00400b8e:12180000) |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-24 |
sceGeBreak(mode=0, unknown=08cb68e8): unknown ptr (valid) |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Bad vertex address 055a1bef! |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Vertices without position found: (07c71a07) P: ? C: ? T: f W: u8 (5x) I: ? Morph: 2 (through) (8b) |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Drawing region rate add non-zero: 039a, 0269 of 0330, 003e |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Bad bounding box data: 0001fe |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Imm vertex used clip value, flags=33a000 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Unusual bezier/spline vtype: 122e9784, morph: 3, bones: 3 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
GetIndexBounds: Index outside 16-bit range |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
GetIndexBounds: Decoding 32-bit indexes |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Unusual bezier/spline vtype: 12e3bbc7, morph: 0, bones: 7 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
VTYPE with morph used: THRU=1 TC=3 COL=7 POS=2 NRM=0 WT=2 NW=5 IDX=0 MC=4 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Unusual bezier/spline vtype: 12cd251f, morph: 3, bones: 5 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Block transfer invalid: 19814d60/8 -> 6618b400/138, 128x1x2 (0,0)->(173,63) |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Unknown GE command : feea0ced |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Bad vertex address 00a04461! |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Drawing region rate add non-zero: 02f7, 0210 of 03eb, 008f |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Bad vertex address 048382c2! |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Bad bounding box data: 0040f0 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Unusual bezier/spline vtype: 120007be, morph: 0, bones: 1 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-22 |
Unknown GE command : 39300000 |
God of War: Chains of Olympus |
v1.17.1 |
2024-05-21 |
80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.1 |
2024-05-20 |
80631003=sceAtracSetAA3DataAndGetID(08b715c0, 0001e000, 0006ea54, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-15 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
God of War: Chains of Olympus |
v1.5.4-998-g08f26439c |
2024-05-13 |
sceKernelLoadModule: unsupported options size=1091f310, flags=1091f314, pos=0, access=1, data=278000408, text=278000412 |
God of War: Chains of Olympus |
v1.17.1 |
2024-05-13 |
sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid) |
God of War: Chains of Olympus |
v1.17.1 |
2024-05-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.17.1 |
2024-05-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a9e87, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.17.1 |
2024-05-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a9e87, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.17.1 |
2024-05-05 |
80630007=sceAtracSetData(2, 08d4b180, 0001c1e8): atracID uses different codec type than data |