Recent logs - God of War®: Ghost of Sparta

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
God of War®: Ghost of Sparta v1.16.4 2023-10-01 ReadFromHardware: Invalid address 04800000 near PC 08a64c18 LR 08a6542c
God of War®: Ghost of Sparta v1.13.1 2023-10-01 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]. 01f34551:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lig
God of War®: Ghost of Sparta v1.13.1 2023-10-01 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]. 01f34550:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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); lightS
God of War®: Ghost of Sparta v1.14 2023-09-30 UI scissor out of bounds in GameSettingsScreen: 294,0-1295,721 / 1600,720
God of War®: Ghost of Sparta v1.14 2023-09-30 UI scissor out of bounds in GameSettingsScreen: 232,0-1026,544 / 1208,544
God of War®: Ghost of Sparta v1.16.5 2023-10-01 Can't draw: No current render step. Step count: 0
God of War®: Ghost of Sparta v1.16.2 2023-09-23 Unknown GE command : fefefff8
God of War®: Ghost of Sparta v1.15.4 2023-09-20 WriteToHardware: Invalid address 000002a0 near PC 08a99330 LR 08a99360
God of War®: Ghost of Sparta v1.15.4 2023-09-19 WriteToHardware: Invalid address 00000368 near PC 08ad0f20 LR 08a9d0c0
God of War®: Ghost of Sparta v1.16.1 2023-09-19 WriteToHardware: Invalid address 00000064 near PC 08809c54 LR 0880bf9c
God of War®: Ghost of Sparta v1.16.1 2023-09-19 ReadFromHardware: Invalid address 00000068 near PC 08809c54 LR 0880bf9c
God of War®: Ghost of Sparta v1.15.4 2023-09-18 sceKernelLoadModule: unsupported options size=00000014, flags=08aea468, pos=0, access=1, data=2, text=2
God of War®: Ghost of Sparta v1.15.4 2023-09-18 sceKernelLoadModule: unsupported options size=00000014, flags=09ee9c80, pos=0, access=1, data=1, text=1
God of War®: Ghost of Sparta v1.10.3 2023-09-17 Unknown syscall in known module 'sceOpenPSID_driver': 0xd857cf93
God of War®: Ghost of Sparta v1.10.3 2023-09-17 Unknown syscall in known module 'sceOpenPSID_driver': 0xc287ad90
God of War®: Ghost of Sparta v1.15.4 2023-09-16 MIPSCompileOp: Invalid instruction 000102a8
God of War®: Ghost of Sparta v1.12.2 2023-09-08 Jump to invalid address: 0784d480
God of War®: Ghost of Sparta v1.12.2 2023-09-08 Jump to invalid address: 07853bc0
God of War®: Ghost of Sparta v1.12.2 2023-09-08 Jump to invalid address: 07912b80
God of War®: Ghost of Sparta v1.12.2 2023-09-08 Jump to invalid address: 0791e7c0
God of War®: Ghost of Sparta v1.12.2 2023-09-08 Jump to invalid address: 078105c0
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 735f6d61
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 746e6920
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 6e756f72
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 74796220
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 7069746c
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 756d2061
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 7a69735f
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 6e674920
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 74617265
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 706f2070
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 75642074
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 73657571
God of War®: Ghost of Sparta v1.15.4 2023-09-07 MIPSCompileOp: Invalid instruction 73756150
God of War®: Ghost of Sparta v1.15.4 2023-09-03 MIPSCompileOp: Invalid instruction 40272704
God of War®: Ghost of Sparta v1.15.4 2023-09-03 MIPSCompileOp: Invalid instruction 42ddcbb0
God of War®: Ghost of Sparta v1.15.4 2023-09-03 Jump to invalid address: 015f8a40
God of War®: Ghost of Sparta v1.15.4 2023-09-03 Jump to invalid address: 077df5c0
God of War®: Ghost of Sparta v1.15.4 2023-09-03 Jump to invalid address: 0683f7c0
God of War®: Ghost of Sparta v1.15.4 2023-09-02 WriteToHardware: Invalid address 000002a0 near PC 08a8873c LR 08a880cc
God of War®: Ghost of Sparta v1.15.4 2023-08-31 Jump to invalid address: 07911fc0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078a9340
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0785bcc0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07896480
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0789c3c0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078967c0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078a9b00
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0786f5c0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0786f280
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078912c0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07894440
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0788f4c0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0788fe40
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07894cc0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07893400
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07892240
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0788ef80
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07893a80
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07891880
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07892b80
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07895d00
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07895380
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078a18c0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078aa180
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07836280
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0786fa40
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078c1d40
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07870440
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 079b1a40
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 06d85fc0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078002c0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 077fdcc0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0785a9c0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078f4500
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 06d80e40
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078c9700
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0789ccc0
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07874540
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07870c80
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 07896f00
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 078a3300
God of War®: Ghost of Sparta v1.15.4 2023-08-30 Jump to invalid address: 0791bd00
God of War®: Ghost of Sparta v1.15.3 2023-08-30 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
God of War®: Ghost of Sparta v1.15.4 2023-08-28 Branch in Jump delay slot at 09fff4a0 in block starting at 09fff498
God of War®: Ghost of Sparta v1.9.4 2023-08-28 WriteToHardware: Invalid address c2c74d76 near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.15.4 2023-08-27 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-01rel0 [Revision 96995]. 01b14054:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 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)) // 01b14054:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; 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); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * 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 = clamp(lightSum1, 0.0, 1.0); 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_cullRangeMi
God of War®: Ghost of Sparta v1.15.4 2023-08-27 WriteToHardware: Invalid address 00000064 near PC 08b08ac4 LR 08b8688c
God of War®: Ghost of Sparta v1.15.4 2023-08-27 ReadFromHardware: Invalid address 00000068 near PC 08b08ac4 LR 08b8688c
God of War®: Ghost of Sparta v1.15.4 2023-08-27 Unknown GE command : 4ee607f6
God of War®: Ghost of Sparta v1.14.2 2023-08-24 UI scissor out of bounds in GameSettingsScreen: 325,0-1262,720 / 1504,720
God of War®: Ghost of Sparta v1.15.4 2023-08-20 Unexpected mpeg first timestamp: d2fd47bc0c7 / 14499079504071
God of War®: Ghost of Sparta v1.15.4 2023-08-18 MIPSCompileOp: Invalid instruction 0000053d
God of War®: Ghost of Sparta v1.15.4 2023-08-18 MIPSCompileOp: Invalid instruction cccccd00
God of War®: Ghost of Sparta v1.15.4 2023-08-18 ReadFromHardware: Invalid address 000015ab near PC 000015ab LR 088e5030
God of War®: Ghost of Sparta v1.15 2023-08-16 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1
God of War®: Ghost of Sparta v1.15.3 2023-08-18 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 r4p0-00rel0 [Revision 96995]. 01f34511:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 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)) // 01f34511:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot ; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale; } lightSum0.rgb += (
God of War®: Ghost of Sparta v1.15.3 2023-08-18 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 r4p0-00rel0 [Revision 96995]. 01f34511:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 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)) // 01f34511:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot ; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambi
God of War®: Ghost of Sparta v1.5.4 2023-08-11 BJUMP to illegal address 0e66f52c - ignoring! data=58e62c
God of War®: Ghost of Sparta v1.5.4 2023-08-11 Bad vertex address 0e021512!
God of War®: Ghost of Sparta v1.5.4 2023-08-11 Vertices without position found: (02f00031) P: s8 N: s8 C: 565 T: u8 Morph: 5 (through) (size: 50)