Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.9.4 2020-04-01 Decoding texture from VRAM mirror at 044000c0 swizzle=1
God of War: Chains of Olympus v1.9.4 2020-03-31 Unknown GE command : 2909244d
God of War: Chains of Olympus v1.9.4 2020-03-31 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.9.4 2020-03-30 BlockTransfer: Bad source transfer address a00d0840!
God of War: Chains of Olympus v1.9.4 2020-03-30 BlockTransfer: Bad source transfer address 400d0840!
God of War: Chains of Olympus v1.9.4 2020-03-29 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.9.4 2020-03-29 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.9.4 2020-03-27 WriteToHardware: Invalid address 00000064 near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.9.4 2020-03-27 ReadFromHardware: Invalid address 00000068 near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.9.4 2020-03-26 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 000e17d4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2020-03-28 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 0017b294, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2020-03-26 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 002169c4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-26 Unknown GE command : 52415054
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-26 Bad bounding box data: 00ffff
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-26 Bad vertex address 07002100!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-24 BJUMP to illegal address 03415254 - ignoring! data=415254
God of War: Chains of Olympus v1.9.4 2020-03-23 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 002251a4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.6.3-456-g6d0ed4a 2020-03-22 Unknown instruction 0008b672 at 0001000d
God of War: Chains of Olympus v1.6.3-456-g6d0ed4a 2020-03-22 Unknown instruction 40000000 at 00010005
God of War: Chains of Olympus v1.9.4 2020-03-20 MIPSCompileOp: Invalid instruction 00000015
God of War: Chains of Olympus v1.9.4 2020-03-20 MIPSCompileOp: Invalid instruction 005eff81
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in Jump delay slot at 041d8024 in block starting at 041d8024
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in RSZeroComp delay slot at 041d8010 in block starting at 041d8010
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in RSZeroComp delay slot at 041d8008 in block starting at 041d8008
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in RSZeroComp delay slot at 041ec008 in block starting at 041ec008
God of War: Chains of Olympus v1.9.4 2020-03-20 Jump to invalid address: 0ff88000
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in RSRTComp delay slot at 041c9a48 in block starting at 041c9a40
God of War: Chains of Olympus v1.9.4 2020-03-20 MIPSCompileOp: Invalid instruction 9ffff400
God of War: Chains of Olympus v1.9.4 2020-03-20 MIPSCompileOp: Invalid instruction 42860ee4
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in RSZeroComp delay slot at 041ec000 in block starting at 041ea6ac
God of War: Chains of Olympus v1.9.4 2020-03-20 Jump to invalid address: 03c06900
God of War: Chains of Olympus v1.9.4 2020-03-20 MIPSCompileOp: Invalid instruction 01015428
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in Jump delay slot at 041ec024 in block starting at 041ec024
God of War: Chains of Olympus v1.9.4 2020-03-20 MIPSCompileOp: Invalid instruction 04040006
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in RSZeroComp delay slot at 041d8000 in block starting at 041cfccc
God of War: Chains of Olympus v1.9.4 2020-03-20 MIPSCompileOp: Invalid instruction 76760000
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in RSZeroComp delay slot at 041ec010 in block starting at 041ec010
God of War: Chains of Olympus v1.9.4 2020-03-20 Branch in Jump delay slot at 041cc0ac in block starting at 041cc0a4
God of War: Chains of Olympus v1.9.4 2020-03-21 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 001d2a94, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2020-03-21 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 001e00f4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2020-03-18 CALL to illegal address 000002a8 - ignoring! data=0000ab
God of War: Chains of Olympus v1.9.4 2020-03-17 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 0007b7b0, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2020-03-17 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 001d5ab4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2020-03-18 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 r8p1-00rel0 [Revision 96995]. 01f34444:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-15 Error in shader program link: info: (unknown reason) fs: 00002a82:00000022 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in vec4 v_color0; 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 = v.rgb * u_blendFixA; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-15 Error in shader program link: info: (unknown reason) fs: 00000000:0d000022 Tex TexAlpha StenToAlpha StenKeep TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; 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; fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-15 Error in shader program link: info: (unknown reason) fs: 00002a82:0d000002 Tex ReplaceBlend_2A:10_B:10_Eq:0 StenToAlpha StenKeep TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * u_blendFixA; fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
God of War: Chains of Olympus v1.9.4 2020-03-18 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 r8p1-00rel0 [Revision 96995]. 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-03-10 __KernelStopThread: thread 340 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-03-10 __KernelStopThread: thread 345 does not exist
God of War: Chains of Olympus v1.9.4 2020-03-09 Error in shader compilation: info: 0:1: L0009: Missing main() function for shader postshader
God of War: Chains of Olympus v1.9.4 2020-03-07 Unknown GetPointer 00000000 PC 08a28208 LR 08a28208
God of War: Chains of Olympus v1.9.4 2020-03-06 CALL to illegal address 000002a4 - ignoring! data=0000a5
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-05 Bad vertex address 0126ceb4!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-05 Unknown GE command : 39d69e40
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-03-05 Bad bounding box data: 016011
God of War: Chains of Olympus v1.9.4 2020-03-04 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 r5p0-01rel0 [Revision 96995]. 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.9.4 2020-03-25 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-00dev0 [Revision 96995]. 01f34444:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-29 __KernelStopThread: thread 561 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-03-13 __KernelStopThread: thread 343 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-29 __KernelStopThread: thread 4122 does not exist
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-28 Unknown GE command : 4eec5b44
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-28 Bad bounding box data: 054252
God of War: Chains of Olympus v1.9.3 2020-02-28 WriteToHardware: Invalid address bf2a0468 near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.9.4 2020-02-27 An uneaten prefix at end of block: 089970d0
God of War: Chains of Olympus v1.9.4 2020-03-01 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p2-01rel0 [Revision 96995]. 01f34444:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-22 Unknown GE command : 03020101
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-22 Bad vertex address 07020302!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-22 Bad vertex address 07010201!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-22 Bad vertex address 07010101!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-22 BJUMP to illegal address 070e0604 - ignoring! data=0e0505
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-22 Bad vertex address 07010200!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-02-20 BJUMP to illegal address 07090a08 - ignoring! data=09090b
God of War: Chains of Olympus v1.5.4 2020-02-20 Unknown GE command : 4e041def
God of War: Chains of Olympus v1.8.0 2020-02-19 BJUMP to illegal address 0ac431d0 - ignoring! data=dd49d0
God of War: Chains of Olympus v1.9.4 2020-02-14 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 002add24, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.4 2020-02-14 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 002123c4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-13 __KernelStopThread: thread 936 does not exist
God of War: Chains of Olympus v1.9.4 2020-02-12 Error in shader compilation: info: Compile failed. 00000000:000003a2 Tex TexAlpha TClampST TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; varying vec4 v_color0; varying highp vec3 v_texcoord; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; }
God of War: Chains of Olympus v1.9.4 2020-04-01 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f34444:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-07 __KernelStopThread: thread 370 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-07 __KernelStopThread: thread 375 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-07 __KernelStopThread: thread 361 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-07 __KernelStopThread: thread 364 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-06 __KernelStopThread: thread 389 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-06 __KernelStopThread: thread 454 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-06 __KernelStopThread: thread 367 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-06 __KernelStopThread: thread 360 does not exist
God of War: Chains of Olympus v1.9.4 2020-02-04 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08adfdf4, 4, 00000000, 0)
God of War: Chains of Olympus v1.9.4 2020-02-04 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08adfdf4, 4, 00000000, 0)
God of War: Chains of Olympus v1.9.4 2020-02-02 ReadFromHardware: Invalid address 000061ab near PC 08a89af0 LR 08a895e4
God of War: Chains of Olympus v1.9.4 2020-02-02 WriteToHardware: Invalid address 000061c7 near PC 08a89af0 LR 08a895e4
God of War: Chains of Olympus v1.9.4 2020-02-02 ReadFromHardware: Invalid address 0002d1e0 near PC 08a899e8 LR 08a895e4
God of War: Chains of Olympus v1.9.4 2020-02-02 WriteToHardware: Invalid address 0002d1fc near PC 08a899e8 LR 08a895e4
God of War: Chains of Olympus v1.9.4 2020-02-23 ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-01 __KernelStopThread: thread 627 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-02-01 __KernelStopThread: thread 603 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-31 __KernelStopThread: thread 304 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-01-31 __KernelStopThread: thread 362 does not exist
God of War: Chains of Olympus v1.6.3 2020-01-30 ReadFromHardware: Invalid address 00000010 near PC 08a99550 LR 08a99388