Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.14.2 2025-01-06 UI scissor out of bounds in DisplayLayoutScreen: 2092,0-308,1081 / 2400,1080
God of War: Chains of Olympus v1.14.2 2025-01-06 UI scissor out of bounds in DisplayLayoutScreen: 104,0-431,1081 / 2400,1080
God of War: Chains of Olympus v1.14.2 2025-01-06 UI scissor out of bounds in MainScreen: 104,0-1968,1081 / 2400,1080
God of War: Chains of Olympus v1.15.4-1188-gca40de852 2025-01-04 __KernelStopThread: thread 311 does not exist (helper deleted)
God of War: Chains of Olympus v1.9.3-477-gebffca33a 2024-12-30 Unknown GetPointer 00000000 PC 0880a604 LR 0880a604
God of War: Chains of Olympus v1.17.1 2024-12-07 ReadFromHardware: Invalid address 0000dbb7 near PC 089b7194 LR 089b75cc
God of War: Chains of Olympus v1.17.1 2024-12-07 MIPSCompileOp: Invalid instruction 4563fd28
God of War: Chains of Olympus v1.17.1 2024-12-07 Jump to invalid address: 03fda200 PC 084001e0 LR 084001e0
God of War: Chains of Olympus v1.18.1 2024-12-05 ReadFromHardware: Invalid address bd9b59dd near PC bd9b59dd LR bd9b59dd
God of War: Chains of Olympus v1.17.1 2024-12-01 ReadFromHardware: Invalid address 000145ef near PC 089b7194 LR 089b75cc
God of War: Chains of Olympus v1.17.1 2024-12-01 WriteToHardware: Invalid address 00014000 near PC 089b0528 LR 089b0528
God of War: Chains of Olympus v1.17.1 2024-10-24 MFIC instruction hit (70020024) at 0891e2ac
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-10-21 Vertices without position found: (0640005c) P: ? N: s16 C: 8888 (16b)
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-10-21 Vertices without position found: (05000013) P: ? C: 565 T: f (16b)
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-10-21 Vertices without position found: (12000013) P: ? C: 565 T: f (16b)
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-10-21 Vertices without position found: (05200009) P: ? C: ? T: u8 (3b)
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-10-21 Vertices without position found: (12200009) P: ? C: ? T: u8 (3b)
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-10-21 Vertices without position found: (05400036) P: ? N: s8 C: 5551 T: u16 (12b)
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-10-21 Vertices without position found: (0520002b) P: ? N: s8 C: ? T: f (8b)
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-10-21 Drawing region rate add non-zero: 04c1, 013f of 03f9, 003f
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-10-21 Unknown GE command : 34130001
God of War: Chains of Olympus v1.17.1 2024-10-16 sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.17.1 2024-10-16 sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.17.1 2024-10-15 ReadFromHardware: Invalid address cd591270 near PC 089a22a8 LR 089a2324
God of War: Chains of Olympus v1.14.1 2024-10-06 UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1366,677
God of War: Chains of Olympus v1.14.1 2024-10-13 UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 960,544
God of War: Chains of Olympus v1.17.1 2024-09-29 80420014=__sceSasCore(08bb3ac0, e4b32d80): invalid address
God of War: Chains of Olympus v1.17.1 2024-09-29 80420014=__sceSasCore(08bb3ac0, e4b32980): invalid address
God of War: Chains of Olympus v1.17.1-770-g1f8a0add2 2024-09-28 AT3 header map lacks entry for bpf: 0 channels: 0
God of War: Chains of Olympus v1.17.1 2024-09-16 Could not setup streams, unexpected stream count: 0
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-09-13 sceUtilityMsgDialogInitStart: invalid status
God of War: Chains of Olympus v1.17.1 2024-09-03 Error in shader program link: info: (unknown reason) fs: 00180000:00000422 Tex TexAlpha Double TFuncMod #version 400 // Driver: Intel(R) HD Graphics 4000 - GLSL 400 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00000422 Tex TexAlpha Double TFuncMod uniform sampler2D tex; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 400 // Driver: Intel(R) HD Graphics 4000 - GLSL 400 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else {
God of War: Chains of Olympus v1.17.1 2024-09-03 Error in shader program link: info: (unknown reason) fs: 00180000:01000022 Tex Double StenToAlpha StenUniform TFuncMod #version 400 // Driver: Intel(R) HD Graphics 4000 - GLSL 400 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:01000022 Tex Double StenToAlpha StenUniform TFuncMod uniform sampler2D tex; uniform float u_stencilReplaceValue; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = 1.0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 400 // Driver: Intel(R) HD Graphics 4000 - GLSL 400 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale =
God of War: Chains of Olympus v1.17.1 2024-08-16 WriteToHardware: Invalid address 0102048c near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.17.1 2024-08-12 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]. 07f34004:40c00b29 HWX C T N LM Bones:4 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)) // 07f34004:40c00b29 HWX C T N LM Bones:4 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 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 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); 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; 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
God of War: Chains of Olympus v1.17.1 2024-08-10 00000000=sceGeEdramSetAddrTranslation(00000000)
God of War: Chains of Olympus v1.17.1 2024-08-11 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 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 2024-08-06 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 00002ca0): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 00019800): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 000043e0): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 000026a0): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 00007b60): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 00002460): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.3 2024-07-27 80630007=sceAtracSetData(2, 08bd5600, 00006960): atracID uses different codec type than data
God of War: Chains of Olympus v1.12.3 2024-07-18 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.1 2024-07-13 Jump to invalid address: 0245d9a0
God of War: Chains of Olympus v1.17.1 2024-07-13 Branch in Jump delay slot at 09fff2ac in block starting at 09fff0cc
God of War: Chains of Olympus v1.17.1 2024-07-13 Jump to invalid address: 023ccd20
God of War: Chains of Olympus v1.17.1 2024-07-13 Branch in Jump delay slot at 09fff2a8 in block starting at 09fff0cc
God of War: Chains of Olympus v1.17.1 2024-07-13 Jump to invalid address: 03f28100
God of War: Chains of Olympus v1.17.1 2024-07-13 Jump to invalid address: 02457e60
God of War: Chains of Olympus v1.17.1 2024-07-13 Jump to invalid address: 033b5a70
God of War: Chains of Olympus v1.17.1 2024-07-13 Branch in Jump delay slot at 09fff218 in block starting at 09fff0cc
God of War: Chains of Olympus v1.17.1 2024-07-13 Jump to invalid address: 07ffca60
God of War: Chains of Olympus v1.17.1 2024-07-13 Jump to invalid address: 02467120
God of War: Chains of Olympus v1.17.1 2024-07-13 MIPSCompileOp: Invalid instruction 00000114
God of War: Chains of Olympus v1.17.1 2024-07-13 MIPSCompileOp: Invalid instruction 000055f9
God of War: Chains of Olympus v1.17.1 2024-07-13 MIPSCompileOp: Invalid instruction 000000ff
God of War: Chains of Olympus v1.15.4 2024-07-11 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 r8p0-00dev0 [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_cul
God of War: Chains of Olympus v1.17.1 2024-07-09 WriteToHardware: Invalid address 000000d8 near PC 089d2b98 LR 089d5c90
God of War: Chains of Olympus v1.17.1 2024-07-09 ReadFromHardware: Invalid address 656ca881 near PC 089d2b98 LR 089d5c90
God of War: Chains of Olympus v1.17.1 2024-07-05 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.15.2 2024-06-26 __KernelStopThread: thread 347 does not exist (helper deleted)
God of War: Chains of Olympus v1.17.1 2024-06-25 WriteToHardware: Invalid address bf2a0468 near PC 089a5fc8 LR 089e1950
God of War: Chains of Olympus v1.17.1 2024-06-25 ReadFromHardware: Invalid address 00016957 near PC 089b7194 LR 089b75cc
God of War: Chains of Olympus v1.17.1 2024-06-25 WriteToHardware: Invalid address 00016000 near PC 089b0528 LR 089b0528
God of War: Chains of Olympus v1.17.1 2024-06-20 80630006=sceAtracSetDataAndGetID(09a25200, 00000800): fmt definition too small (16)
God of War: Chains of Olympus v1.16.6 2024-06-18 __KernelStopThread: thread 354 does not exist (helper deleted)
God of War: Chains of Olympus v1.17.1 2024-06-17 ReadFromHardware: Invalid address 00006fc7 near PC 089b17e8 LR 089b75cc
God of War: Chains of Olympus v1.17.1 2024-06-17 ReadFromHardware: Invalid address 00006e48 near PC 089b0528 LR 089b0528
God of War: Chains of Olympus v1.17.1 2024-06-17 WriteToHardware: Invalid address 00006e00 near PC 089b0528 LR 089b0528
God of War: Chains of Olympus v1.17.1 2024-06-14 Jump to invalid address: 0389b400
God of War: Chains of Olympus v1.17.1-669-gd298c6f6f5 2024-06-07 Branch in Jump delay slot at 09eada40 in block starting at 09eada38
God of War: Chains of Olympus v1.17.1-669-gd298c6f6f5 2024-06-07 Jump to invalid address: 02dc2fd0
God of War: Chains of Olympus v1.17.1-669-gd298c6f6f5 2024-06-07 MIPSCompileOp: Invalid instruction 000000c1
God of War: Chains of Olympus v1.17.1 2024-06-06 sceKernelLoadModule: unsupported options size=00000014, flags=08e3bde8, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.17.1 2024-06-05 MIPSCompileOp: Invalid instruction b500be79
God of War: Chains of Olympus v1.17.1 2024-06-05 Branch in branch delay slot at 0890783c with different target
God of War: Chains of Olympus v1.17.1 2024-06-05 MIPSCompileOp: Invalid instruction 00554141
God of War: Chains of Olympus v1.17.1 2024-06-05 MIPSCompileOp: Invalid instruction cc6741ba
God of War: Chains of Olympus v1.17.1 2024-06-05 MIPSCompileOp: Invalid instruction d0350000
God of War: Chains of Olympus v1.17.1 2024-06-05 MIPSCompileOp: Invalid instruction 0000bd95
God of War: Chains of Olympus v1.17.1 2024-06-05 MIPSCompileOp: Invalid instruction 6b463f80
God of War: Chains of Olympus v1.17.1 2024-06-05 MIPSCompileOp: Invalid instruction 00003fa9
God of War: Chains of Olympus v1.17.1 2024-06-05 MIPSCompileOp: Invalid instruction 005a4141
God of War: Chains of Olympus v1.17.1-672-g5da08ac41 2024-06-05 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 r7p0-00rel1 [Revision 96995]. 01f14044:00000b09 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:1 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f14044:00000b09 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:1 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 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 - 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; gl_Position = outPos; }
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-20 Jump to invalid address: 05db56c0
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-21 Jump to invalid address: 07966c40
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-20 Unknown instruction 493f8000 at 0418b254
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-20 Unknown instruction 493f8000 at 0418b1f8
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-20 MIPSCompileOp: Invalid instruction b09b7af0
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-20 Unknown instruction 493f8000 at 0418b138
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-20 MIPSCompileOp: Invalid instruction b0b0ed00