Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.17.1 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