Recent logs - God of War™: Ghost of Sparta

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Game title Version Latest Report Message
God of War™: Ghost of Sparta v1.17.1 2024-06-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
God of War™: Ghost of Sparta v1.17.1 2024-06-01 ReadFromHardware: Invalid address 00000010 near PC 08baafa4 LR 08baaf88
God of War™: Ghost of Sparta v1.17.1 2024-06-01 WriteToHardware: Invalid address 00000000 near PC 08af7830 LR 08af7830
God of War™: Ghost of Sparta v1.17.1 2024-06-01 ReadFromHardware: Invalid address 0000000c near PC 08af7830 LR 08af7830
God of War™: Ghost of Sparta v1.17.1 2024-06-01 Jump to invalid address: 02e3a920 PC 08c2623c LR 0885abc0
God of War™: Ghost of Sparta v1.17.1 2024-06-01 Jump to invalid address: 02e3a8b0 PC 08c26234 LR 0885abc0
God of War™: Ghost of Sparta v1.17.1 2024-06-01 Jump to invalid address: 02e3aa40 PC 08c26224 LR 0885abc0
God of War™: Ghost of Sparta v1.17.1 2024-06-01 Jump to invalid address: 02cdc240 PC 08c2621c LR 0885abc0
God of War™: Ghost of Sparta v1.16.6 2024-05-22 Imm vertex used secondary color
God of War™: Ghost of Sparta v1.16.6 2024-05-22 Imm vertex used clip value, flags=776000
God of War™: Ghost of Sparta v1.16.6 2024-05-22 Unknown GE command : feee741e
God of War™: Ghost of Sparta v1.17.1 2024-04-24 Branch in Jump delay slot at 09b5b918 in block starting at 09b5b910
God of War™: Ghost of Sparta v1.17.1 2024-04-24 Jump to invalid address: 06d6e2e0
God of War™: Ghost of Sparta v1.17.1 2024-04-20 sceGeBreak(mode=0, unknown=09fff520): unknown ptr (valid)
God of War™: Ghost of Sparta v1.17.1 2024-04-20 sceGeBreak(mode=0, unknown=09fff420): unknown ptr (valid)
God of War™: Ghost of Sparta v1.17.1 2024-04-20 sceGeBreak(mode=0, unknown=09fff410): unknown ptr (valid)
God of War™: Ghost of Sparta v1.17.1 2024-04-20 sceGeBreak(mode=0, unknown=09fff4e0): unknown ptr (valid)
God of War™: Ghost of Sparta v1.17.1 2024-04-20 sceGeBreak(mode=0, unknown=09fff4d0): unknown ptr (valid)
God of War™: Ghost of Sparta v1.17.1 2024-04-17 Truncating vertex count from 23640 to 21845
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Trying to compile instruction 00000032 that can't be interpreted
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Trying to compile instruction 00000031 that can't be interpreted
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a7d780 PC 09eb5278 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 079998c0 PC 09eb5270 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 078b3300 PC 09eb5268 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a93740 PC 09eb5260 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07b3fdc0 PC 09eb5258 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 077cb280 PC 09eb5250 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a75c00 PC 09eb5248 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07999240 PC 09eb5240 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a4d1c0 PC 09eb5238 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07834640 PC 09eb5230 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07999f40 PC 09eb5228 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a92e00 PC 09eb5220 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 079daf40 PC 09eb5218 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 077b2500 PC 09eb5210 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 077b2500 PC 09eb5208 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07788840 PC 09eb5200 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 079c2a00 PC 09eb51f8 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 0773d340 PC 09eb51f0 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07acb2c0 PC 09eb51e8 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07acbc00 PC 09eb51e0 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 0773db80 PC 09eb51d8 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 0773c380 PC 09eb51d0 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 079c3900 PC 09eb51c8 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07acad80 PC 09eb51c0 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 0773c9c0 PC 09eb51b8 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 079c2f80 PC 09eb51b0 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 0773bb40 PC 09eb51a8 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 0324cb80 PC 09eb51a0 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 0324c240 PC 09eb5198 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07834640 PC 09eb5190 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a7d780 PC 09eb5188 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07c11240 PC 09eb5180 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a93740 PC 09eb5178 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 078843c0 PC 09eb5170 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a93280 PC 09eb5168 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 077cb280 PC 09eb5160 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07b96900 PC 09eb5158 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a93740 PC 09eb5150 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a43e40 PC 09eb5148 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07b46440 PC 09eb5140 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07b89a00 PC 09eb5138 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07b3fdc0 PC 09eb5130 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 079d9c40 PC 09eb5128 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07834640 PC 09eb5120 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 079ebb80 PC 09eb5118 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 077cb280 PC 09eb5110 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a1c480 PC 09eb5108 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07970280 PC 09eb5100 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07a93ec0 PC 09eb50f8 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 0324d280 PC 09eb50f0 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 07acf980 PC 09eb50e8 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-30 Jump to invalid address: 079a6bc0 PC 09eb50e0 LR 09eb50e0
God of War™: Ghost of Sparta v1.17.1 2024-03-29 WriteToHardware: Invalid address deadc3eb near PC 080d47ac LR ffff0000
God of War™: Ghost of Sparta v1.11.3 2024-03-28 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
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 2024-05-28 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 v1.17.1 2024-03-30 MIPSCompileOp: Invalid instruction 00000041
God of War™: Ghost of Sparta v1.17.1 2024-03-30 MIPSCompileOp: Invalid instruction 70bda912
God of War™: Ghost of Sparta v1.17.1 2024-03-30 MIPSCompileOp: Invalid instruction 7105f8af
God of War™: Ghost of Sparta v1.17.1 2024-03-30 MIPSCompileOp: Invalid instruction 0000003b
God of War™: Ghost of Sparta v1.17.1 2024-03-30 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