Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.8.0 2019-07-16 Unknown GetPointer 00000000 PC 0881a704 LR 0881a704
God of War: Chains of Olympus v1.6.3 2019-07-14 Branch in Jump delay slot at 08c83cc4 in block starting at 08c83c00
God of War: Chains of Olympus v1.6.3 2019-07-14 Jump to invalid address: 0320f500
God of War: Chains of Olympus v1.6.3 2019-07-14 Jump to invalid address: 0320f540
God of War: Chains of Olympus v1.6.3 2019-07-14 Jump to invalid address: 0320f000
God of War: Chains of Olympus v1.6.3 2019-07-14 Jump to invalid address: 02fbe2c0
God of War: Chains of Olympus v1.6.3 2019-07-14 Jump to invalid address: 02fbe3e0
God of War: Chains of Olympus v1.6.3 2019-07-14 Jump to invalid address: 0320e940
God of War: Chains of Olympus v1.8.0 2019-07-14 Unknown GetPointer 3e3358ec PC 089a4ae4 LR 089a4ae4
God of War: Chains of Olympus v1.8.0 2019-07-10 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 0014b2c4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-07-10 Error in shader program link: info: (unknown reason) fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730400:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * 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 <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-07-10 Error in shader program link: info: (unknown reason) fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730400:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * 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 <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-07-09 Error in shader program link: info: (unknown reason) fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; 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 vec3 u_lightpos0; 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); 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 <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-07-03 Unknown GE command : b649da97
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-07-03 Bad vertex address 07616261!
God of War: Chains of Olympus v1.8.0 2019-06-27 Unknown GetPointer 00000000 PC 089a1b40 LR 089a1b40
God of War: Chains of Olympus v1.8.0 2019-07-20 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.8.0 2019-07-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.8.0 2019-07-20 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.8.0 2019-07-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.8.0 2019-06-20 ReadFromHardware: Invalid address 3f060a92 near PC 3f060a92 LR 3f060a92
God of War: Chains of Olympus v1.8.0 2019-06-18 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 0010aa00, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.8.0 2019-06-18 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 00256524, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.8.0 2019-06-18 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 0014d5c4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.8.0 2019-06-16 Unknown GetPointer 00000000 PC 0881f828 LR 0881f828
God of War: Chains of Olympus v1.8.0 2019-07-16 Render to area containing texture at 04161800 +384x0
God of War: Chains of Olympus v1.8.0 2019-07-16 Render to area containing texture at 04161800 +448x0
God of War: Chains of Olympus v1.8.0 2019-05-10 Trying to write block exit to illegal destination 000c0000: pc = 000b0000
God of War: Chains of Olympus v1.8.0 2019-05-10 Trying to write block exit to illegal destination 000b0000: pc = 000a0000
God of War: Chains of Olympus v1.8.0 2019-05-10 Trying to write block exit to illegal destination 000a0000: pc = 00090000
God of War: Chains of Olympus v1.8.0 2019-05-10 Trying to write block exit to illegal destination 00070000: pc = 00060000
God of War: Chains of Olympus v1.8.0 2019-05-10 Trying to write block exit to illegal destination 00060000: pc = 00050000
God of War: Chains of Olympus v1.8.0 2019-05-10 Trying to write block exit to illegal destination 00050000: pc = 00040000
God of War: Chains of Olympus v1.8.0 2019-05-10 Trying to write block exit to illegal destination 00040000: pc = 00030000
God of War: Chains of Olympus v1.8.0 2019-05-10 Trying to write block exit to illegal destination 00020000: pc = 00010000
God of War: Chains of Olympus v1.8.0 2019-05-10 Jump to invalid address: 02d9ca20 PC 0001000c LR 00000000
God of War: Chains of Olympus v1.8.0 2019-05-10 Jump to invalid address: 02d9c900 PC 00010008 LR 00000000
God of War: Chains of Olympus v1.8.0 2019-05-07 Branch in Jump delay slot at 08c6ce34 in block starting at 08c6cd70
God of War: Chains of Olympus v1.8.0 2019-05-07 Jump to invalid address: 02f62880
God of War: Chains of Olympus v1.8.0 2019-07-14 MIPSCompileOp: Invalid instruction 00000014
God of War: Chains of Olympus v1.8.0 2019-07-14 Jump to invalid address: 02d2feb0
God of War: Chains of Olympus v1.8.0 2019-07-14 Jump to invalid address: 02d91820
God of War: Chains of Olympus v1.8.0 2019-07-14 Jump to invalid address: 02d190e0
God of War: Chains of Olympus v1.8.0 2019-07-14 Jump to invalid address: 02d190a0
God of War: Chains of Olympus v1.8.0 2019-05-07 Jump to invalid address: 031b3ac0
God of War: Chains of Olympus v1.8.0 2019-07-14 MIPSCompileOp: Invalid instruction 00000001
God of War: Chains of Olympus v1.8.0 2019-05-07 Jump to invalid address: 031b3b00
God of War: Chains of Olympus v1.8.0 2019-07-14 Jump to invalid address: 02d19160
God of War: Chains of Olympus v1.8.0 2019-05-07 Jump to invalid address: 031b2f00
God of War: Chains of Olympus v1.8.0 2019-07-14 MIPSCompileOp: Invalid instruction 7e656c6d
God of War: Chains of Olympus v1.8.0 2019-05-05 Unknown GetPointer 00000000 PC 08a05788 LR 08a05788
God of War: Chains of Olympus v1.6.3 2019-05-02 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 3) Syntax error fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01030000:0000091d HWX C T LM Fog Tex Light: MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; 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; }
God of War: Chains of Olympus v1.5.4 2019-04-26 Unknown GE command : 29660020
God of War: Chains of Olympus v1.8.0 2019-04-21 Bad vertex address 0fdc1cc5!
God of War: Chains of Olympus v1.8.0 2019-04-21 Unknown GE command : fe130031
God of War: Chains of Olympus v1.8.0 2019-04-21 CALL to illegal address 07ce8324 - ignoring! data=000026
God of War: Chains of Olympus v1.8.0 2019-04-05 Unknown GetPointer 00000000 PC 0881b96c LR 0881b96c
God of War: Chains of Olympus v1.8.0-96-gb5db387bf 2019-04-04 Error in shader compilation: info: ERROR: 0:18: '953' : syntax error: syntax error 00000000:01a0d022 Tex TexAlpha Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0,996094 + 0,001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); }
God of War: Chains of Olympus v1.8.0-96-gb5db387bf 2019-04-04 Error in shader compilation: info: ERROR: 0:15: '953' : syntax error: syntax error 00000000:008053a2 Tex TexAlpha 2x TClampST TFuncMod AlphaTest == #define lowp #define mediump #define highp uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture2D(testtex, vec2(v.a * 0,996094 + 0,001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; }
God of War: Chains of Olympus v1.8.0-96-gb5db387bf 2019-04-04 Error in shader compilation: info: ERROR: 0:20: '953' : syntax error: syntax error 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0,996094 + 0,001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); }
God of War: Chains of Olympus v1.8.0-96-gb5db387bf 2019-04-04 Error in shader compilation: info: ERROR: 0:16: '953' : syntax error: syntax error 00000000:0180d822 Tex TexAlpha LM 2x StenToAlpha StenUniform TFuncMod AlphaTest > #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture2D(testtex, vec2(v.a * 0,996094 + 0,001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); }
God of War: Chains of Olympus v1.8.0 2019-07-19 Unknown GetPointer 00000000 PC 0881f708 LR 0881f708
God of War: Chains of Olympus v1.8.0 2019-07-12 Unknown GetPointer 00000000 PC 0881f148 LR 0881f148
God of War: Chains of Olympus v1.8.0 2019-07-20 Unknown GetPointer 00000000 PC 08807ba4 LR 08000030
God of War: Chains of Olympus v1.8.0 2019-07-16 Render to area containing texture at 04161800 +320x0
God of War: Chains of Olympus v1.8.0 2019-03-22 Unexpected mpeg first timestamp: 4d25c000000 / 5301533147136
God of War: Chains of Olympus v1.8.0 2019-07-13 Render to area containing texture at 04161800 +256x0
God of War: Chains of Olympus v1.8.0 2019-07-20 Unknown GetPointer 00000000 PC 0881a388 LR 0881a388
God of War: Chains of Olympus v1.8.0 2019-07-20 Render to area containing texture at 04161800 +192x0
God of War: Chains of Olympus v1.8.0 2019-03-18 Savedata version requested: 3
God of War: Chains of Olympus v1.8.0 2019-07-20 Unknown GetPointer 00000000 PC 08000000 LR 08000000
God of War: Chains of Olympus v1.7.2 2019-03-16 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 07f24440:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:2 WScale 3 (failed) #version 100 precision highp float; 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 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u
God of War: Chains of Olympus v1.6.3 2019-03-14 Unknown GE command : 03bfe400
God of War: Chains of Olympus v1.6.3 2019-03-14 BlockTransfer: Bad source transfer address 4066f060!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-03-10 Bad vertex address 07000100!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-03-10 Unknown GE command : 11ffcf8d
God of War: Chains of Olympus v1.7.5 2019-03-09 ReadFromHardware: Invalid address 00000068 near PC 089d27c8 LR 089d5a5c
God of War: Chains of Olympus v1.7.5 2019-03-09 WriteToHardware: Invalid address 00000064 near PC 089d27c8 LR 089d5a5c
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-03-09 Bad vertex address 07ff0300!
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-03-09 Unknown GE command : 112340f0
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2019-03-09 Bad bounding box data: 0342ed
God of War: Chains of Olympus v1.8.0 2019-07-20 Ignoring possible render to texture at 04161800 +0x64 / 512x272
God of War: Chains of Olympus v1.6.3 2019-03-03 Bad vertex address 0489e2a0!
God of War: Chains of Olympus v1.6.3 2019-03-03 Unknown GE command : 0362a40b
God of War: Chains of Olympus v1.8.0-114-gd15a6cf6b 2019-07-18 Render to area containing texture at 04161800 +128x0
God of War: Chains of Olympus v1.7.5 2019-02-21 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768800
God of War: Chains of Olympus v1.8.0-230-g4b124a734 2019-07-20 Render to area containing texture at 04161800 +64x0
God of War: Chains of Olympus v1.8.0-88-g24cfad87d 2019-07-20 Rendering to framebuffer offset: 04161800 +64x0
God of War: Chains of Olympus v1.7.4 2019-02-03 scePowerSetBusClockFrequency(111)
God of War: Chains of Olympus v1.7.1 2019-02-02 WriteToHardware: Invalid address 000000f0 near PC 089e39f8 LR 089e3ccc
God of War: Chains of Olympus v1.7.5 2019-01-15 Jump to invalid address: 05fb1b10
God of War: Chains of Olympus v1.7.5 2019-01-15 MIPSCompileOp: Invalid instruction 44776d88
God of War: Chains of Olympus v1.7.5 2019-01-15 MIPSCompileOp: Invalid instruction 4348be54
God of War: Chains of Olympus v1.7.5 2019-01-15 Jump to invalid address: 05fb4610
God of War: Chains of Olympus v1.7.5 2019-01-15 Jump to invalid address: 0564ff00
God of War: Chains of Olympus v1.7.5 2019-01-15 MIPSCompileOp: Invalid instruction 430a01f7
God of War: Chains of Olympus v1.7.5 2019-01-15 Jump to invalid address: 0564fd00
God of War: Chains of Olympus v1.7.5 2019-01-15 MIPSCompileOp: Invalid instruction 442f9369
God of War: Chains of Olympus v1.7.5 2019-01-15 Jump to invalid address: 05fb4b70
God of War: Chains of Olympus v1.7.5 2019-01-15 Jump to invalid address: 05fb4e20