Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.17.1 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