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Game title |
Version |
Latest Report |
Message |
God of War: Chains of Olympus |
v1.14.2 |
2025-01-06 |
UI scissor out of bounds in DisplayLayoutScreen: 2092,0-308,1081 / 2400,1080 |
God of War: Chains of Olympus |
v1.14.2 |
2025-01-06 |
UI scissor out of bounds in DisplayLayoutScreen: 104,0-431,1081 / 2400,1080 |
God of War: Chains of Olympus |
v1.14.2 |
2025-01-06 |
UI scissor out of bounds in MainScreen: 104,0-1968,1081 / 2400,1080 |
God of War: Chains of Olympus |
v1.15.4-1188-gca40de852 |
2025-01-04 |
__KernelStopThread: thread 311 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.9.3-477-gebffca33a |
2024-12-30 |
Unknown GetPointer 00000000 PC 0880a604 LR 0880a604 |
God of War: Chains of Olympus |
v1.17.1 |
2024-12-07 |
ReadFromHardware: Invalid address 0000dbb7 near PC 089b7194 LR 089b75cc |
God of War: Chains of Olympus |
v1.17.1 |
2024-12-07 |
MIPSCompileOp: Invalid instruction 4563fd28 |
God of War: Chains of Olympus |
v1.17.1 |
2024-12-07 |
Jump to invalid address: 03fda200 PC 084001e0 LR 084001e0 |
God of War: Chains of Olympus |
v1.18.1 |
2024-12-05 |
ReadFromHardware: Invalid address bd9b59dd near PC bd9b59dd LR bd9b59dd |
God of War: Chains of Olympus |
v1.17.1 |
2024-12-01 |
ReadFromHardware: Invalid address 000145ef near PC 089b7194 LR 089b75cc |
God of War: Chains of Olympus |
v1.17.1 |
2024-12-01 |
WriteToHardware: Invalid address 00014000 near PC 089b0528 LR 089b0528 |
God of War: Chains of Olympus |
v1.17.1 |
2024-10-24 |
MFIC instruction hit (70020024) at 0891e2ac |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-10-21 |
Vertices without position found: (0640005c) P: ? N: s16 C: 8888 (16b) |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-10-21 |
Vertices without position found: (05000013) P: ? C: 565 T: f (16b) |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-10-21 |
Vertices without position found: (12000013) P: ? C: 565 T: f (16b) |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-10-21 |
Vertices without position found: (05200009) P: ? C: ? T: u8 (3b) |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-10-21 |
Vertices without position found: (12200009) P: ? C: ? T: u8 (3b) |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-10-21 |
Vertices without position found: (05400036) P: ? N: s8 C: 5551 T: u16 (12b) |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-10-21 |
Vertices without position found: (0520002b) P: ? N: s8 C: ? T: f (8b) |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-10-21 |
Drawing region rate add non-zero: 04c1, 013f of 03f9, 003f |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-10-21 |
Unknown GE command : 34130001 |
God of War: Chains of Olympus |
v1.17.1 |
2024-10-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.17.1 |
2024-10-16 |
sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.17.1 |
2024-10-15 |
ReadFromHardware: Invalid address cd591270 near PC 089a22a8 LR 089a2324 |
God of War: Chains of Olympus |
v1.14.1 |
2024-10-06 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1366,677 |
God of War: Chains of Olympus |
v1.14.1 |
2024-10-13 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 960,544 |
God of War: Chains of Olympus |
v1.17.1 |
2024-09-29 |
80420014=__sceSasCore(08bb3ac0, e4b32d80): invalid address |
God of War: Chains of Olympus |
v1.17.1 |
2024-09-29 |
80420014=__sceSasCore(08bb3ac0, e4b32980): invalid address |
God of War: Chains of Olympus |
v1.17.1-770-g1f8a0add2 |
2024-09-28 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
God of War: Chains of Olympus |
v1.17.1 |
2024-09-16 |
Could not setup streams, unexpected stream count: 0 |
God of War: Chains of Olympus |
v1.17.1-334-g1786a4ddb |
2024-09-13 |
sceUtilityMsgDialogInitStart: invalid status |
God of War: Chains of Olympus |
v1.17.1 |
2024-09-03 |
Error in shader program link: info: (unknown reason)
fs: 00180000:00000422 Tex TexAlpha Double TFuncMod
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:00000422 Tex TexAlpha Double TFuncMod
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
fragColor0 = v;
}
vs: 01000000:80000b28 HWX C T N Light: LightUberShader Cull
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b28 HWX C T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
|
God of War: Chains of Olympus |
v1.17.1 |
2024-09-03 |
Error in shader program link: info: (unknown reason)
fs: 00180000:01000022 Tex Double StenToAlpha StenUniform TFuncMod
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:01000022 Tex Double StenToAlpha StenUniform TFuncMod
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = 1.0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01000000:80000b28 HWX C T N Light: LightUberShader Cull
#version 400
// Driver: Intel(R) HD Graphics 4000 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b28 HWX C T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-16 |
WriteToHardware: Invalid address 0102048c near PC 08000000 LR 08000000 |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-12 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
07f34004:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07f34004:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-10 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-11 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00dev0 [Revision 96995].
01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_c |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-06 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 00002ca0): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 00019800): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 000043e0): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 000026a0): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 00007b60): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 00002460): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.3 |
2024-07-27 |
80630007=sceAtracSetData(2, 08bd5600, 00006960): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.12.3 |
2024-07-18 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Jump to invalid address: 0245d9a0 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Branch in Jump delay slot at 09fff2ac in block starting at 09fff0cc |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Jump to invalid address: 023ccd20 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Branch in Jump delay slot at 09fff2a8 in block starting at 09fff0cc |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Jump to invalid address: 03f28100 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Jump to invalid address: 02457e60 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Jump to invalid address: 033b5a70 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Branch in Jump delay slot at 09fff218 in block starting at 09fff0cc |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Jump to invalid address: 07ffca60 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
Jump to invalid address: 02467120 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
MIPSCompileOp: Invalid instruction 00000114 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
MIPSCompileOp: Invalid instruction 000055f9 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-13 |
MIPSCompileOp: Invalid instruction 000000ff |
God of War: Chains of Olympus |
v1.15.4 |
2024-07-11 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cul |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-09 |
WriteToHardware: Invalid address 000000d8 near PC 089d2b98 LR 089d5c90 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-09 |
ReadFromHardware: Invalid address 656ca881 near PC 089d2b98 LR 089d5c90 |
God of War: Chains of Olympus |
v1.17.1 |
2024-07-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.15.2 |
2024-06-26 |
__KernelStopThread: thread 347 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-25 |
WriteToHardware: Invalid address bf2a0468 near PC 089a5fc8 LR 089e1950 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-25 |
ReadFromHardware: Invalid address 00016957 near PC 089b7194 LR 089b75cc |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-25 |
WriteToHardware: Invalid address 00016000 near PC 089b0528 LR 089b0528 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-20 |
80630006=sceAtracSetDataAndGetID(09a25200, 00000800): fmt definition too small (16) |
God of War: Chains of Olympus |
v1.16.6 |
2024-06-18 |
__KernelStopThread: thread 354 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-17 |
ReadFromHardware: Invalid address 00006fc7 near PC 089b17e8 LR 089b75cc |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-17 |
ReadFromHardware: Invalid address 00006e48 near PC 089b0528 LR 089b0528 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-17 |
WriteToHardware: Invalid address 00006e00 near PC 089b0528 LR 089b0528 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-14 |
Jump to invalid address: 0389b400 |
God of War: Chains of Olympus |
v1.17.1-669-gd298c6f6f5 |
2024-06-07 |
Branch in Jump delay slot at 09eada40 in block starting at 09eada38 |
God of War: Chains of Olympus |
v1.17.1-669-gd298c6f6f5 |
2024-06-07 |
Jump to invalid address: 02dc2fd0 |
God of War: Chains of Olympus |
v1.17.1-669-gd298c6f6f5 |
2024-06-07 |
MIPSCompileOp: Invalid instruction 000000c1 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=08e3bde8, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
MIPSCompileOp: Invalid instruction b500be79 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
Branch in branch delay slot at 0890783c with different target |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
MIPSCompileOp: Invalid instruction 00554141 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
MIPSCompileOp: Invalid instruction cc6741ba |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
MIPSCompileOp: Invalid instruction d0350000 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
MIPSCompileOp: Invalid instruction 0000bd95 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
MIPSCompileOp: Invalid instruction 6b463f80 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
MIPSCompileOp: Invalid instruction 00003fa9 |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
MIPSCompileOp: Invalid instruction 005a4141 |
God of War: Chains of Olympus |
v1.17.1-672-g5da08ac41 |
2024-06-05 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r7p0-00rel1 [Revision 96995].
01f14044:00000b09 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14044:00000b09 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:1
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-20 |
Jump to invalid address: 05db56c0 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-21 |
Jump to invalid address: 07966c40 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-20 |
Unknown instruction 493f8000 at 0418b254 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-20 |
Unknown instruction 493f8000 at 0418b1f8 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-20 |
MIPSCompileOp: Invalid instruction b09b7af0 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-20 |
Unknown instruction 493f8000 at 0418b138 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-20 |
MIPSCompileOp: Invalid instruction b0b0ed00 |