Recent logs - God of War: Chains of Olympus

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
God of War: Chains of Olympus v1.11.2 2021-02-27 Branch in JumpReg delay slot at 04644358 in block starting at 04644350
God of War: Chains of Olympus v1.11.2 2021-02-27 MIPSCompileOp: Invalid instruction 001b1614
God of War: Chains of Olympus v1.11.2 2021-02-27 MIPSCompileOp: Invalid instruction 00251f1e
God of War: Chains of Olympus v1.11.2 2021-02-27 MIPSCompileOp: Invalid instruction 0026201f
God of War: Chains of Olympus v1.11.2 2021-02-27 MIPSCompileOp: Invalid instruction 00302a29
God of War: Chains of Olympus v1.11.2 2021-02-27 MIPSCompileOp: Invalid instruction 002f2928
God of War: Chains of Olympus v1.11.2 2021-02-28 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 r6p0-01rel1 [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-450 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 v1.11.2 2021-02-28 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 r6p0-01rel1 [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-450 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 v1.9.3 2021-02-26 WriteToHardware: Invalid address bf2a0468 near PC 089dc100 LR 089dc044
God of War: Chains of Olympus v1.10.3 2021-02-25 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/04110000
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2021-02-25 __KernelStopThread: thread 797 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2021-02-25 __KernelStopThread: thread 380 does not exist
God of War: Chains of Olympus v1.11.2 2021-02-24 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
God of War: Chains of Olympus v1.11.2 2021-02-24 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
God of War: Chains of Olympus v1.11.1 2021-02-22 Unknown GetPointer 00000000 PC 00000000 LR 00000000
God of War: Chains of Olympus v1.11.2 2021-02-21 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
God of War: Chains of Olympus v1.11.2 2021-02-21 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400330 in block starting at 08400328
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d98c00
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 44b156f2
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400320 in block starting at 08400318
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d98d00
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 44a9369a
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400310 in block starting at 08400308
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400300 in block starting at 084002f8
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9a600
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 43a517ce
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 084002f0 in block starting at 084002e8
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9b100
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 437a682a
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 084002e0 in block starting at 084002d8
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9bc00
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 43c138d2
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 084002d0 in block starting at 084002c8
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9c700
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 084002c0 in block starting at 084002b8
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9d200
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 084002b0 in block starting at 084002a8
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9d300
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 442d0ca2
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 084002a0 in block starting at 08400298
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9f500
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 43cf46e5
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400290 in block starting at 08400288
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9f900
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 43a41b67
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400280 in block starting at 08400278
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9fa00
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 43a7838b
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400270 in block starting at 08400268
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9f700
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400260 in block starting at 08400258
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9f000
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 442d2bd9
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400250 in block starting at 08400248
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9f100
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400240 in block starting at 08400238
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9ea00
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400230 in block starting at 08400228
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9eb00
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 4385efde
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400220 in block starting at 08400218
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9e800
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400210 in block starting at 08400208
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9e900
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 43fc1bf0
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 08400200 in block starting at 084001f8
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9ec00
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 43a67ef3
God of War: Chains of Olympus v1.11.2 2021-02-16 Branch in Jump delay slot at 084001f0 in block starting at 084001e8
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03da0000
God of War: Chains of Olympus v1.11.2 2021-02-16 MIPSCompileOp: Invalid instruction 43840e73
God of War: Chains of Olympus v1.11.2 2021-02-16 Jump to invalid address: 03d9fe00
God of War: Chains of Olympus v1.11.2 2021-02-16 Unknown GetPointer 00000000 PC 3f060a92 LR 3f060a92
God of War: Chains of Olympus v1.11.2 2021-02-17 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 r4p0-00rel0 [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-450 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 v1.11.2 2021-02-27 MIPSCompileOp: Invalid instruction 43080000
God of War: Chains of Olympus v1.11.2 2021-02-27 MIPSCompileOp: Invalid instruction 43700000
God of War: Chains of Olympus v1.11 2021-02-11 FBO created from existing depthbuffer as color, 04164000/04110000 and 04154000/04164000
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2021-02-08 __KernelStopThread: thread 335 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2021-02-08 __KernelStopThread: thread 338 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2021-02-07 __KernelStopThread: thread 742 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2021-02-07 __KernelStopThread: thread 281 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2021-02-07 __KernelStopThread: thread 1742 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2021-02-07 __KernelStopThread: thread 284 does not exist
God of War: Chains of Olympus v1.10.3 2021-02-06 CALL to illegal address 00000278 - ignoring! data=000079
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2021-02-06 __KernelStopThread: thread 378 does not exist
God of War: Chains of Olympus v1.10.3 2021-02-04 Unknown GE command : fee38e00
God of War: Chains of Olympus v1.10.3 2021-02-01 Could not setup streams, unexpected stream count: 13462
God of War: Chains of Olympus v1.10.3 2021-02-01 Unexpected mpeg first timestamp: 5579a080000 / 5873804509184
God of War: Chains of Olympus v1.10.3 2021-02-01 Unknown GetPointer 00000000 PC 08a270f0 LR 08a270f0
God of War: Chains of Olympus v1.10.3 2021-01-24 sceKernelLoadModule: unsupported options size=00000014, flags=0892b680, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.10.3 2021-02-25 FBO using existing buffer as depthbuffer, 04000000/04110000 and 04110000/04110000
God of War: Chains of Olympus v1.10.3 2021-01-23 WriteToHardware: Invalid address 00000074 near PC 089e9560 LR 089f28d0
God of War: Chains of Olympus v1.5.4-987-g30c3fd63e 2021-01-22 sceKernelLoadModule: unsupported options size=1091d250, flags=1091d254, pos=0, access=1, data=277992024, text=277992028
God of War: Chains of Olympus v1.10.3 2021-01-16 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.10.3 2021-01-16 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.10.3 2021-01-16 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.10.3 2021-01-15 Render to texture with incompatible formats 5 != 1 at 040d4000
God of War: Chains of Olympus v1.10.3 2021-01-15 Render to texture using CLUT with different strides 256 != 128
God of War: Chains of Olympus v1.10.3 2021-01-15 Render to area containing texture at 040d4000 +0x128