Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.11.3 2022-12-05 An uneaten prefix at end of block: 0893bd34
God of War: Chains of Olympus v1.13.2 2022-12-05 Unknown GetPointer 00000000 PC 00000000 LR 08994f34
God of War: Chains of Olympus v1.13.2 2022-12-05 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08994f34
God of War: Chains of Olympus v1.5.4-987-g30c3fd63e 2022-12-05 Branch in Jump delay slot at 00010008 in block starting at 00000000
God of War: Chains of Olympus v1.12.3 2022-12-04 Jump to invalid address: 07969f40
God of War: Chains of Olympus v1.12.3 2022-12-04 Jump to invalid address: 07b1e180
God of War: Chains of Olympus v1.12.3 2022-12-04 MIPSCompileOp: Invalid instruction 6b5f6970
God of War: Chains of Olympus v1.13.2 2022-12-04 MIPSCompileOp: Invalid instruction 46f68b76
God of War: Chains of Olympus v1.13.2 2022-12-04 Jump to invalid address: 03340b00
God of War: Chains of Olympus v1.12.3-185-gdf9be770d 2022-12-03 __KernelStopThread: thread 441 does not exist
God of War: Chains of Olympus v1.12.3 2022-12-02 FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/00000000
God of War: Chains of Olympus v1.12.3 2022-12-02 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0404c000 offset: 0 (128x128 stride 512, 8888)
God of War: Chains of Olympus v1.13.1 2022-12-02 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=0, text=0
God of War: Chains of Olympus v1.11.3 2022-12-02 ReadFromHardware: Invalid address deadbeef near PC deadbeef LR deadbeef
God of War: Chains of Olympus v1.11.3 2022-12-02 80420014=__sceSasCore(08b63740, 4d0f0300): invalid address
God of War: Chains of Olympus v1.11.3 2022-12-02 Branch in Jump delay slot at 08a2a24c in block starting at 08a2a24c
God of War: Chains of Olympus v1.13.2 2022-12-02 Exceeded immediate draw buffer size. gstate.imm_ap=777f6a , prim=3
God of War: Chains of Olympus v1.13.2 2022-12-02 Immediate draw: Unexpected primitive 7 at count 26
God of War: Chains of Olympus v1.13.2 2022-12-02 Unknown GE command : feee3965
God of War: Chains of Olympus v1.10.3 2022-12-01 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]. 01f34444:00000b1d 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 #version 100 precision highp float; 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 = (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); vec4 outPos = 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 = vec3(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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.10.3 2022-12-01 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]. 01f34444:00000f1d 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 #version 100 precision highp float; 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 = (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); vec4 outPos = 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 = vec3(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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.13.2 2022-12-01 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2022-11-29 __KernelStopThread: thread 398 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2022-11-29 __KernelStopThread: thread 381 does not exist
God of War: Chains of Olympus v1.13.2 2022-11-28 Attempted set for logic op: f
God of War: Chains of Olympus v1.13.2 2022-11-26 __KernelStopThread: thread 280 does not exist
God of War: Chains of Olympus v1.13.2 2022-11-25 __KernelStopThread: thread 312 does not exist
God of War: Chains of Olympus v1.12.2 2022-11-24 Bad vertex address 05df03c1!
God of War: Chains of Olympus v1.12.2 2022-11-24 Unknown GE command : fd844444
God of War: Chains of Olympus v1.13.2 2022-11-24 Jump to invalid address: 02e296b0
God of War: Chains of Olympus v1.13.2 2022-11-24 Jump to invalid address: 02e29640
God of War: Chains of Olympus v1.13.2 2022-11-24 Jump to invalid address: 02e29920
God of War: Chains of Olympus v1.13.2 2022-11-24 Jump to invalid address: 02c104a0
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2022-11-24 __KernelStopThread: thread 374 does not exist
God of War: Chains of Olympus v1.13.2 2022-11-24 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 r4p1-01rel0 [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_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); 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; 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_cullR
God of War: Chains of Olympus v1.13.2 2022-11-24 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 r4p1-01rel0 [Revision 96995]. 01730444:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); 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; 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); 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 v1.13.2-1524-gcbe31af8c 2022-11-23 UI scissor out of bounds in SavedataScreen: 2023,231-0,74 / 1920,1080
God of War: Chains of Olympus v1.13.2-1524-gcbe31af8c 2022-11-23 UI scissor out of bounds in SavedataScreen: 2023,153-0,74 / 1920,1080
God of War: Chains of Olympus v1.13.2-1524-gcbe31af8c 2022-11-23 UI scissor out of bounds in SavedataScreen: 2023,75-0,74 / 1920,1080
God of War: Chains of Olympus v1.13.2-1524-gcbe31af8c 2022-11-23 UI scissor out of bounds in SavedataScreen: 2011,231-0,74 / 1920,1080
God of War: Chains of Olympus v1.13.2-1524-gcbe31af8c 2022-11-23 UI scissor out of bounds in SavedataScreen: 2011,153-0,74 / 1920,1080
God of War: Chains of Olympus v1.13.2-1524-gcbe31af8c 2022-11-23 UI scissor out of bounds in SavedataScreen: 2011,75-0,74 / 1920,1080
God of War: Chains of Olympus v1.13.2-1524-gcbe31af8c 2022-11-23 UI scissor out of bounds in SavedataScreen: 2070,231-0,74 / 1920,1080
God of War: Chains of Olympus v1.13.2-1524-gcbe31af8c 2022-11-23 UI scissor out of bounds in SavedataScreen: 2070,153-0,74 / 1920,1080
God of War: Chains of Olympus v1.13.2-1524-gcbe31af8c 2022-11-23 UI scissor out of bounds in SavedataScreen: 2070,75-0,74 / 1920,1080
God of War: Chains of Olympus v1.13.2 2022-11-23 Error in shader program link: info: Link failed because of missing fragment shader. fs: thin3d vs: thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; uniform vec2 TintSaturation; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
God of War: Chains of Olympus v1.13.2 2022-11-23 __KernelStopThread: thread 320 does not exist
God of War: Chains of Olympus v1.13.2 2022-11-22 __KernelStopThread: thread 912 does not exist
God of War: Chains of Olympus v1.9.0 2022-11-22 MIPSCompileOp: Invalid instruction 43aac1ba
God of War: Chains of Olympus v1.9.0 2022-11-22 Jump to invalid address: 03b33000
God of War: Chains of Olympus v1.13.2-1958-g56a879bbd 2022-11-19 UI scissor out of bounds in GamePauseScreen: 1583,39-597,1041 / 2134,1080
God of War: Chains of Olympus v1.13.2 2022-11-18 FBO created from existing depthbuffer as color, 04000000/00000000 and 04040000/04000000
God of War: Chains of Olympus v1.13.2 2022-11-17 Unknown GE command : fa6eb4a0
God of War: Chains of Olympus v1.13.2 2022-11-17 Texture with unexpected bufw (full=14076)
God of War: Chains of Olympus v1.13.2 2022-11-17 Texture with unexpected bufw (full=13096)
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2022-11-14 __KernelStopThread: thread 410 does not exist
God of War: Chains of Olympus v1.13.2 2022-11-14 80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header
God of War: Chains of Olympus v1.13.2 2022-11-14 80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header
God of War: Chains of Olympus v1.13.2 2022-11-05 sceKernelLoadModule: unsupported options size=00000014, flags=08821c30, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2136,255-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2136,125-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2264,255-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2264,125-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2277,255-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2277,125-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2153,255-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2153,125-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2250,255-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2250,125-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2298,255-0,124 / 2048,1536
God of War: Chains of Olympus v1.13.2-1659-gbbb55e9b1 2022-11-04 UI scissor out of bounds in SavedataScreen: 2298,125-0,124 / 2048,1536
God of War: Chains of Olympus v1.12.3 2022-11-03 MIPSCompileOp: Invalid instruction 00010005
God of War: Chains of Olympus v1.12.3 2022-11-03 MIPSCompileOp: Invalid instruction 0101fa01
God of War: Chains of Olympus v1.12.3 2022-11-03 MIPSCompileOp: Invalid instruction 00020001
God of War: Chains of Olympus v1.12.3 2022-11-03 MIPSCompileOp: Invalid instruction 00100005
God of War: Chains of Olympus v1.12.3 2022-11-03 Branch in JumpReg delay slot at 08fca08c in block starting at 08fca044
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2022-10-31 __KernelStopThread: thread 311 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2022-10-31 __KernelStopThread: thread 559 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2022-10-31 __KernelStopThread: thread 789 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2022-10-31 __KernelStopThread: thread 786 does not exist
God of War: Chains of Olympus v1.13.2 2022-10-30 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
God of War: Chains of Olympus v1.13.2 2022-10-30 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
God of War: Chains of Olympus v1.13.2 2022-10-30 FBO created from existing depthbuffer as color, 04120000/00000000 and 04090000/04120000
God of War: Chains of Olympus v1.13.1 2022-10-29 MIPSCompileOp: Invalid instruction 0001ec78
God of War: Chains of Olympus v1.13.1 2022-10-29 MIPSCompileOp: Invalid instruction 00000005
God of War: Chains of Olympus v1.13.1 2022-10-29 MIPSCompileOp: Invalid instruction 00011f01
God of War: Chains of Olympus v1.13.1 2022-10-29 MIPSCompileOp: Invalid instruction 000002d5
God of War: Chains of Olympus v1.13.2 2022-10-27 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]. 07f34404:40c00b3d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:3 WScale 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 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 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() { 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * 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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeM
God of War: Chains of Olympus v1.13.2 2022-10-22 __KernelStopThread: thread 322 does not exist
God of War: Chains of Olympus v1.13.2-1609-g9ae42a2b1 2022-10-21 Ignoring possible texturing from framebuffer at 04162000 +0x63 / 480x272
God of War: Chains of Olympus v1.13.2 2022-10-12 Unknown GetPointer 3f060a92 PC 3f060a92 LR 3f060a92
God of War: Chains of Olympus v1.13.2-2313-g883aa06d0 2022-12-05 00000400=sceGeEdramSetAddrTranslation(00000800)
God of War: Chains of Olympus v1.13.2 2022-10-09 MPEG user data found
God of War: Chains of Olympus v1.10.3 2022-10-06 Unknown syscall in known module 'SysMemForKernel': 0x7b749390
God of War: Chains of Olympus v1.10.3 2022-10-06 Unknown syscall in known module 'SysMemForKernel': 0xeb7a74db
God of War: Chains of Olympus v1.10.3 2022-10-06 Unknown syscall in known module 'ThreadManForKernel': 0x57cf62dd
God of War: Chains of Olympus v1.10.3 2022-10-06 Unknown syscall in known module 'ThreadManForKernel': 0x383f7bcc
God of War: Chains of Olympus v1.12.3 2022-10-01 WriteToHardware: Invalid address 00000074 near PC 089a63a0 LR 089a63a0
God of War: Chains of Olympus v1.13.1 2022-09-28 __KernelStopThread: thread 803 does not exist
God of War: Chains of Olympus v1.13.2-1942-g3f133befa 2022-12-03 Rendering to framebuffer offset at 04161800 +64x0 (stride 1024)