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Game title |
Version |
Latest Report |
Message |
God of War™: Ghost of Sparta |
v1.13.1 |
2024-03-17 |
WriteToHardware: Invalid address 000002a0 near PC 08a9912c LR 08a9912c |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-03-15 |
An uneaten prefix at end of block: 0892831c |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-03-11 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
God of War™: Ghost of Sparta |
v1.8.0 |
2024-03-03 |
MIPSCompileOp: Invalid instruction 0000009f |
God of War™: Ghost of Sparta |
v1.8.0 |
2024-03-03 |
Jump to invalid address: 075c0000 |
God of War™: Ghost of Sparta |
v1.8.0 |
2024-03-03 |
MIPSCompileOp: Invalid instruction 00003fff |
God of War™: Ghost of Sparta |
v1.8.0 |
2024-03-03 |
Jump to invalid address: 03fffffc |
God of War™: Ghost of Sparta |
v1.8.0 |
2024-03-03 |
MIPSCompileOp: Invalid instruction 00039ff9 |
God of War™: Ghost of Sparta |
v1.13.1-438-g15f51c306 |
2024-02-28 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:85332 C:04162000/512 Z:04118000/512 X:0 Y:0 reint: false] [COLOR seq:85329 C:04161800/512 Z:04118000/512 X:0 Y:1 reint: false] |
God of War™: Ghost of Sparta |
v1.13.1-438-g15f51c306 |
2024-02-28 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[COLOR seq:87032 C:04162000/512 Z:04118000/512 X:0 Y:0 reint: false] [COLOR seq:87029 C:04161800/512 Z:04118000/512 X:0 Y:1 reint: false] |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-02-25 |
Normal projection mapping without normal? |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-02-18 |
Branch in Jump delay slot at 09e994e0 in block starting at 09e994e0 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-02-18 |
Jump to invalid address: 07a65380 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-02-18 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 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 mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
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 - 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_lightpos2;
ldot = dot(toLight, worldnormal);
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 ;
}
lig |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-02-18 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 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 mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
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 - 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_lightpos2;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-02-14 |
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 r8p0-00dev0 [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 || projPo |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-05 |
WriteToHardware: Invalid address 00000064 near PC 08807138 LR 088070d8 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-05 |
ReadFromHardware: Invalid address 00000068 near PC 08807138 LR 088070d8 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
MIPSCompileOp: Invalid instruction 00000041 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
MIPSCompileOp: Invalid instruction 70bda912 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
MIPSCompileOp: Invalid instruction 7105f8af |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
MIPSCompileOp: Invalid instruction 0000003b |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
MIPSCompileOp: Invalid instruction 00000039 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0792c740 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07843e40 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07901f00 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0792c0c0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07917680 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0792cdc0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 078442c0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07933440 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0798cc00 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 077631c0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07887d00 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07900000 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07885f80 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 078868c0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07900840 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07888280 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 078fe540 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07885a40 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 078ff680 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 078fdbc0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 078fee40 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07901800 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07900ec0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 079a3680 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0773b1c0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07844740 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07844c00 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0798bfc0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 033b2ac0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 079e0d40 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 06d6fe40 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07932780 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07870cc0 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0787f300 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07a15980 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0791ac40 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0775e380 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 0775d640 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 07917c40 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 079a2040 |
God of War™: Ghost of Sparta |
v1.17 |
2024-02-03 |
Jump to invalid address: 078ae980 |
God of War™: Ghost of Sparta |
v1.14.1 |
2024-02-02 |
UI scissor out of bounds in GameSettingsScreen: 332,0-1215,720 / 1464,720 |
God of War™: Ghost of Sparta |
v1.11.3 |
2024-01-25 |
Unknown GetPointer 00000000 PC 08815f0c LR 08000020 |
God of War™: Ghost of Sparta |
v1.16.6 |
2024-01-21 |
sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid) |
God of War™: Ghost of Sparta |
v1.16.6 |
2024-01-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=00646177, pos=0, access=1, data=1, text=1 |
God of War™: Ghost of Sparta |
v1.16.6 |
2024-01-14 |
ReadFromHardware: Invalid address 2e02af9f near PC 2e02af9f LR 0885a848 |
God of War™: Ghost of Sparta |
v1.16.6 |
2024-01-08 |
ReadFromHardware: Invalid address 2d4275a1 near PC 2d4275a1 LR 08b27974 |
God of War™: Ghost of Sparta |
v1.10.3 |
2024-01-05 |
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 r10p0-00rel0 [Revision 96995].
01f34515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 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 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_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);
lowp vec3 lightSum1 = vec3(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);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * color0.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 * 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 |
God of War™: Ghost of Sparta |
v1.10.3 |
2024-01-05 |
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 r10p0-00rel0 [Revision 96995].
01f34515:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 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 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_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);
lowp vec3 lightSum1 = vec3(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);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * color0.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 * 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);
diffus |
God of War™: Ghost of Sparta |
v1.16.6 |
2024-01-14 |
80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 0019d118, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War™: Ghost of Sparta |
v1.15.4 |
2023-12-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-26 |
Imm vertex used fog |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-26 |
Imm vertex used clip value, flags=404800 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-26 |
Drawing region rate add non-zero: 022e, 04cd of 03ff, 03ff |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-26 |
Block transfer invalid: 260a63e0/0 -> 04303720/80, 128x3x2 (810,780)->(0,0) |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-26 |
Unknown GE command : feef8789 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 05360001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 05350001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 05340001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 052f0001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 052d0001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 05270001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 05260001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 05250001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 05240001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
Branch in branch delay slot at 08c60bec with different target |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction cdb48bd7 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
Jump to invalid address: 0bfffffc |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 00afffff |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 00006dfc |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 05fd0004 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction ef300000 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
An uneaten prefix at end of block: 0803a96c |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 06fa16f4 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction 4b200001 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction b4000000 |
God of War™: Ghost of Sparta |
v1.16.6 |
2023-12-25 |
MIPSCompileOp: Invalid instruction cf513334 |