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Game title |
Version |
Latest Report |
Message |
God of War: Chains of Olympus |
v1.17.1 |
2024-04-16 |
sceGeBreak(mode=0, unknown=08b9cffc): unknown ptr (valid) |
God of War: Chains of Olympus |
v1.17.1 |
2024-04-16 |
sceGeBreak(mode=0, unknown=08a6ac58): unknown ptr (valid) |
God of War: Chains of Olympus |
v1.16.6 |
2024-03-29 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 05e0fe40 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 07943700 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 0794f180 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 0796a680 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 07965780 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 07971b40 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 0796d640 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 07955180 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 07950e00 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 0795fc40 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
MIPSCompileOp: Invalid instruction 7fc00001 |
God of War: Chains of Olympus |
v1.17.1 |
2024-03-24 |
Jump to invalid address: 07959fc0 |
God of War: Chains of Olympus |
v1.10.3 |
2024-03-12 |
1 depal unsupported: shift=8 mask=ff offset=0 |
God of War: Chains of Olympus |
v1.10.2 |
2024-03-05 |
80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 0003fbc0, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War: Chains of Olympus |
v1.5.4-998-g08f26439c |
2024-02-22 |
sceKernelLoadModule: unsupported options size=1091f310, flags=1091f314, pos=0, access=1, data=278000408, text=278000412 |
God of War: Chains of Olympus |
v1.16.6 |
2024-02-19 |
WriteToHardware: Invalid address 000010cb near PC 089b1270 LR 089b1270 |
God of War: Chains of Olympus |
v1.16.6 |
2024-02-19 |
ReadFromHardware: Invalid address 0000c7c7 near PC 089b7194 LR 089b75cc |
God of War: Chains of Olympus |
v1.17.1 |
2024-02-16 |
Error in shader compilation: info: Compile failed.
WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:67: 'function_call_constructor@uint_uint@39' : used without being initialised
WARNING: 0:87: 'function_call_constructor@vec3_vec3@105' : used without being initialised
WARNING: 0:103: 'function_call_constructor@float_float@147' : used without being initialised
WARNING: 4 compilation warnings.
01000000:80000929 HWX C T LM Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000929 HWX C T LM Light: LightUberShader Cull
in vec3 position;
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 lowp vec3 v_color1;
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(0.0, 0.0, 1.0, 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 {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2 |
God of War: Chains of Olympus |
v1.17.1 |
2024-02-16 |
Error in shader compilation: info: Compile failed.
WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:68: 'function_call_constructor@uint_uint@33' : used without being initialised
WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised
WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised
WARNING: 4 compilation warnings.
01000000:80000b29 HWX C T N LM Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b29 HWX C T N LM 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 lowp vec3 v_color1;
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 {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal); |
God of War: Chains of Olympus |
v1.17.1 |
2024-02-16 |
Error in shader compilation: info: Compile failed.
WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised
WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000b28 HWX C T N Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#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 {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
dif |
God of War: Chains of Olympus |
v1.17 |
2024-02-08 |
__KernelStopThread: thread 283 does not exist (ApctlThread deleted) |
God of War: Chains of Olympus |
v1.17 |
2024-02-08 |
__KernelStopThread: thread 283 does not exist (ApctlThread stopped) |
God of War: Chains of Olympus |
v1.16.6 |
2024-02-05 |
MIPSCompileOp: Invalid instruction 4390d7a5 |
God of War: Chains of Olympus |
v1.16.6 |
2024-02-05 |
Jump to invalid address: 03e78900 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
Jump to invalid address: 07ab26e0 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
Branch in Jump delay slot at 09e588a0 in block starting at 09e588a0 |
God of War: Chains of Olympus |
v1.17 |
2024-01-31 |
Jump to invalid address: 07962260 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-27 |
Drawing region rate add non-zero: 0106, 0240 of 0013, 0000 |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-27 |
Unknown GE command : 34130000 |
God of War: Chains of Olympus |
v1.13.1-547-g9f4a84945 |
2024-01-23 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:1679 C:04161800/512(8888) Z:04118000/512 X:0 Y:1 reint: false]
[COLOR seq:1687 C:04162000/512(8888) Z:04118000/512 X:0 Y:0 reint: false]
|
God of War: Chains of Olympus |
v1.16.6 |
2024-01-21 |
Module linking debug info:
IoFileMg�"�User ver=0011, flags=4001, size=200, numVars=34, numFuncs=2202, nidData=08b0659c, firstSym=08b05e84, varData=08b06140, extra=40010011
|
God of War: Chains of Olympus |
v1.16.6 |
2024-01-08 |
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].
01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogd |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-07 |
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].
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 |
v1.15.4 |
2023-12-31 |
ReadFromHardware: Invalid address 0000bbbf near PC 089b7194 LR 089b75cc |
God of War: Chains of Olympus |
v1.15.4 |
2023-12-31 |
WriteToHardware: Invalid address 0000b580 near PC 089b0528 LR 089b0528 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-29 |
Block transfer invalid: bd5060c0/350 -> 26355b90/210, 406x295x2 (952,941)->(317,237) |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-29 |
Bad bounding box data: 00fc3b |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-29 |
Drawing region rate add non-zero: 0488, 03ce of 0323, 0008 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-29 |
Unknown GE command : 3546676b |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-20 |
ReadFromHardware: Invalid address ffff988c near PC 088f2758 LR 088f2734 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-20 |
MIPSCompileOp: Invalid instruction 41841a77 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-20 |
MIPSCompileOp: Invalid instruction 40a0e898 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-20 |
MIPSCompileOp: Invalid instruction 63000000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-20 |
MIPSCompileOp: Invalid instruction 418396b6 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-20 |
MIPSCompileOp: Invalid instruction 460000e9 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-20 |
MIPSCompileOp: Invalid instruction 41841c30 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-20 |
MIPSCompileOp: Invalid instruction 7a000000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-20 |
MIPSCompileOp: Invalid instruction 4183973d |
God of War: Chains of Olympus |
v1.14.4 |
2023-12-19 |
Unable to allocate kernel object, too many objects slots in use. |
God of War: Chains of Olympus |
v1.14.1 |
2023-12-05 |
UI scissor out of bounds in GameSettingsScreen: 118,0-499,272 / 589,272 |
God of War: Chains of Olympus |
v1.14.1 |
2023-11-29 |
UI scissor out of bounds in GameSettingsScreen: 134,0-473,272 / 574,272 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-23 |
__KernelStopThread: thread 359 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-20 |
sceDmacMemcpy(dest=04000000, src=09284a40, size=557056): overlapping read |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-18 |
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].
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.z |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-18 |
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].
07f14044:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:1 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))
// 07f14044:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:1 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump float w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = 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 |
God of War: Chains of Olympus |
v1.15.4 |
2023-11-07 |
Unknown instruction b6728808 at 0001000f |
God of War: Chains of Olympus |
v1.15.4 |
2023-11-07 |
Unknown instruction b6728808 at 0001000b |
God of War: Chains of Olympus |
v1.15.4 |
2023-11-07 |
Unknown instruction b6724043 at 00010007 |
God of War: Chains of Olympus |
v1.15.4 |
2023-11-07 |
Unknown GetPointerWrite 3f6ad02c PC 00010003 LR 000000ff |
God of War: Chains of Olympus |
v1.15.4 |
2023-11-07 |
ReadFromHardware: Invalid address 00000015 near PC 089dd904 LR 089dd8dc |
God of War: Chains of Olympus |
v1.15.4 |
2023-11-07 |
WriteToHardware: Invalid address 0000000c near PC 089dd6f4 LR 089dd804 |
God of War: Chains of Olympus |
v1.15.4 |
2023-11-07 |
ReadFromHardware: Invalid address ee618fb4 near PC 0881d2dc LR 0881d2d8 |
God of War: Chains of Olympus |
v1.13.2-2494-g6a6ec80f6 |
2023-11-06 |
WriteToHardware: Invalid address 00000539 near PC 089b6f5c LR 089b7194 |
God of War: Chains of Olympus |
v1.13.2-2494-g6a6ec80f6 |
2023-11-06 |
ReadFromHardware: Invalid address 0000053d near PC 089b6f5c LR 089b7194 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 03040310 PC 08c100d0 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02ecd2e0 PC 08c100cc LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 03146480 PC 08c100c8 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 030402e0 PC 08c100c4 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02eccf90 PC 08c100c0 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 0314c080 PC 08c100bc LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 030402b0 PC 08c100b8 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02eccc40 PC 08c100b4 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 0314bfe0 PC 08c100b0 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 03040280 PC 08c100ac LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02ecc8f0 PC 08c100a8 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 0314bf40 PC 08c100a4 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 03040250 PC 08c100a0 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02ecc5a0 PC 08c1009c LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 031463e0 PC 08c10098 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 030401e0 PC 08c10094 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02ecc250 PC 08c10080 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 0314bd60 PC 08c1007c LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 030401b0 PC 08c10078 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02ecbf00 PC 08c10074 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 0314bcc0 PC 08c10070 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 03040180 PC 08c1006c LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02ecbbb0 PC 08c10068 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 0314bc20 PC 08c10064 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 03040150 PC 08c10060 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02ecb860 PC 08c1005c LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 0314bb80 PC 08c10058 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 03040120 PC 08c10054 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02ecb510 PC 08c10050 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 0314bae0 PC 08c1004c LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 030400f0 PC 08c10048 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 02ecb1c0 PC 08c10044 LR 08c10000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-11-05 |
Jump to invalid address: 0314ba40 PC 08c10040 LR 08c10000 |