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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) |