Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.16.3 2023-09-25 Can't draw: No current render step. Step count: 0
God of War: Chains of Olympus v1.16.1 2023-09-20 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000000:12180000)
God of War: Chains of Olympus v1.16.1 2023-09-20 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00200000:12180000)
God of War: Chains of Olympus v1.16.1 2023-09-20 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000002:12180000)
God of War: Chains of Olympus v1.16.1 2023-09-20 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000002:12182a82)
God of War: Chains of Olympus v1.16.1 2023-09-20 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 0040080e:12180000)
God of War: Chains of Olympus v1.12.3 2023-09-15 Unimplemented HLE function sceKernelDcacheWritebackAll
God of War: Chains of Olympus v1.9.4 2023-09-14 Bad bounding box data: 149a86
God of War: Chains of Olympus v1.9.4 2023-09-14 Unknown GE command : 35f23465
God of War: Chains of Olympus v1.15.4-1039-gb9b7342ff 2023-09-13 sceFontGetFontInfo(0, 9ffcb08): bad font
God of War: Chains of Olympus v1.15.4 2023-09-10 Block transfer invalid: 00000000/0 -> 00000000/0, 1024x1024x2 (0,0)->(0,0)
God of War: Chains of Olympus v1.15.4 2023-09-09 WriteToHardware: Invalid address bf2a0468 near PC 08a2f68c LR 0887c41c
God of War: Chains of Olympus v1.10.3 2023-09-02 Jump to invalid address: 03ecaa00
God of War: Chains of Olympus v1.15.2 2023-08-31 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]. 01f24004:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 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)) // 01f24004:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 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 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() { 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 - 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; lightSum0 = clamp(lightSum0, 0.0, 1.0); v_color0 = lightSum0; v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) { v_fogdepth = 1.0; } else { 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.xy
God of War: Chains of Olympus v1.15.4 2023-08-30 __KernelStopThread: thread 345 does not exist (helper deleted)
God of War: Chains of Olympus v1.15.4 2023-08-28 ReadFromHardware: Invalid address 0ae8fca0 near PC 089addd4 LR 0880e768
God of War: Chains of Olympus v1.15.4 2023-08-22 Imm vertex used fog
God of War: Chains of Olympus v1.15.4 2023-08-22 Bad vertex address 0dbe65b4!
God of War: Chains of Olympus v1.15.4 2023-08-22 Imm vertex used secondary color
God of War: Chains of Olympus v1.15.4 2023-08-22 Imm vertex used clip value, flags=3af000
God of War: Chains of Olympus v1.15.4 2023-08-22 Bad vertex address 0c9f1045!
God of War: Chains of Olympus v1.15.4 2023-08-22 Block transfer invalid: f40c62a0/338 -> 0418a800/80, 993x589x2 (68,630)->(321,877)
God of War: Chains of Olympus v1.15.4 2023-08-22 Unknown GE command : edc9cd51
God of War: Chains of Olympus v1.15.4 2023-08-19 __KernelStopThread: thread 349 does not exist (helper deleted)
God of War: Chains of Olympus v1.15.4 2023-08-18 sceKernelLoadModule: unsupported options size=00000014, flags=00646177, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.15.4 2023-08-18 sceKernelLoadModule: unsupported options size=00000014, flags=08bdd350, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.14.1 2023-08-17 UI scissor out of bounds in GameSettingsScreen: 228,0-1041,721 / 1280,720
God of War: Chains of Olympus v1.15.4 2023-08-12 MIPSCompileOp: Invalid instruction 41fcb7f4
God of War: Chains of Olympus v1.15.4 2023-08-12 MIPSCompileOp: Invalid instruction 422d02e6
God of War: Chains of Olympus v1.15.4 2023-08-11 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00rel0 [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.r
God of War: Chains of Olympus v1.15.4 2023-08-14 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]. 07f34004:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f34004:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos
God of War: Chains of Olympus v1.15.4 2023-08-10 MIPSCompileOp: Invalid instruction 429cb3b1
God of War: Chains of Olympus v1.10.3 2023-08-04 Trying to relocate non-loaded section (null)
God of War: Chains of Olympus v1.14.4 2023-07-29 WriteToHardware: Invalid address 00000493 near PC 089b12c0 LR 089b1270
God of War: Chains of Olympus v1.14.4 2023-07-29 ReadFromHardware: Invalid address 0000c76f near PC 089b7194 LR 089b75cc
God of War: Chains of Olympus v1.15.4 2023-07-27 MIPSCompileOp: Invalid instruction 463b2900
God of War: Chains of Olympus v1.15.4 2023-07-27 Jump to invalid address: 06035700
God of War: Chains of Olympus v1.15.4 2023-07-27 Jump to invalid address: 05558100
God of War: Chains of Olympus v1.15.3 2023-07-14 Bad vertex address 0a011ad8!
God of War: Chains of Olympus v1.15.4 2023-08-22 Normal projection mapping without normal?
God of War: Chains of Olympus v1.15.4 2023-07-07 __KernelStopThread: thread 1784 does not exist (ApctlThread deleted)
God of War: Chains of Olympus v1.15.4 2023-07-05 WriteToHardware: Invalid address 00001ac8 near PC 089b0528 LR 089b0528
God of War: Chains of Olympus v1.15.4 2023-07-05 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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)) // 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); 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 = 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 || proj
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 0214b220 PC 08c23c74 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02e297a0 PC 08c23c6c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c2480 PC 08c23c64 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c2460 PC 08c23c5c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c1c70 PC 08c23c54 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c1a80 PC 08c23c4c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c1800 PC 08c23c44 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c1220 PC 08c23c3c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02e295a0 PC 08c23c34 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c11b0 PC 08c23c2c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c1190 PC 08c23c24 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02144040 PC 08c23c1c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c0d80 PC 08c23c14 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c0d60 PC 08c23c0c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c0a20 PC 08c23c04 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c0a00 PC 08c23bfc LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c09e0 PC 08c23bf4 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c09c0 PC 08c23bec LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 0214a2b0 PC 08c23be4 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02e29530 PC 08c23bdc LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02e29810 PC 08c23bd4 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020bfc40 PC 08c23bcc LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020bfc20 PC 08c23bc4 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020bfb10 PC 08c23bbc LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 0214a340 PC 08c23bb4 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02c10390 PC 08c23bac LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02034220 PC 08c23ba4 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 0214a240 PC 08c23b9c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 0214a130 PC 08c23b94 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02e29880 PC 08c23b8c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02144350 PC 08c23b7c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02149e30 PC 08c23b74 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02149b50 PC 08c23b6c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 021442f0 PC 08c23b64 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 021487c0 PC 08c23b5c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02c6ff20 PC 08c23b54 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 0214a110 PC 08c23b4c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02e292b0 PC 08c23b44 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c2480 PC 08c23b3c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c2460 PC 08c23b34 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c1c70 PC 08c23b2c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c1a80 PC 08c23b24 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c1800 PC 08c23b1c LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 020c1220 PC 08c23b14 LR 08c10000
God of War: Chains of Olympus v1.13.1 2023-07-01 Jump to invalid address: 02e290b0 PC 08c23b0c LR 08c10000
God of War: Chains of Olympus v1.15.4 2023-06-30 __KernelStopThread: thread 286 does not exist (ApctlThread deleted)
God of War: Chains of Olympus v1.15.4 2023-06-30 __KernelStopThread: thread 286 does not exist (ApctlThread stopped)
God of War: Chains of Olympus v1.14.4 2023-06-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.14.4 2023-06-25 __KernelStopThread: thread 314 does not exist (helper deleted)
God of War: Chains of Olympus v1.14.4 2023-06-21 __KernelStopThread: thread 309 does not exist (helper deleted)
God of War: Chains of Olympus v1.15.4 2023-09-26 Unexpected mpeg first timestamp: c63cee3ff5d / 13622812344157
God of War: Chains of Olympus v1.15.4 2023-09-26 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00006440, 00006440, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.15.4 2023-06-20 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]. 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); 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 = 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.
God of War: Chains of Olympus v1.14 2023-06-14 UI scissor out of bounds in MainScreen: 40,2287-479,2375 / 1080,2244
God of War: Chains of Olympus v1.14 2023-06-14 UI scissor out of bounds in MainScreen: 40,2021-479,266 / 1080,2244
God of War: Chains of Olympus v1.14 2023-06-14 UI scissor out of bounds in MainScreen: 40,2021-479,2641 / 1080,2244
God of War: Chains of Olympus v1.14 2023-06-14 UI scissor out of bounds in MainScreen: 1624,105-600,975 / 1080,2244