Recent logs - God of War™: Ghost of Sparta

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Game title Version Latest Report Message
God of War™: Ghost of Sparta v1.10.3 2021-01-24 sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=2, text=2
God of War™: Ghost of Sparta v1.10.3 2021-01-24 sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=1, text=1
God of War™: Ghost of Sparta v1.10.3 2021-01-24 MPEG user data found
God of War™: Ghost of Sparta v1.10.3 2021-01-24 Unexpected mpeg first timestamp: 6f3616e6465 / 7642381444197
God of War™: Ghost of Sparta v1.10.3 2021-01-24 Unknown GE command : 11ffffff
God of War™: Ghost of Sparta v1.10.3 2021-01-24 Render to texture with incompatible formats 0 != 3 at 0414c000
God of War™: Ghost of Sparta v1.10.3 2021-01-24 sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=2, text=2
God of War™: Ghost of Sparta v1.10.3 2021-01-24 Ignoring func export sceCcc/fb7846e2, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2021-01-19 Ignoring possible render to texture at 04156000 +0x128 / 256x272
God of War™: Ghost of Sparta v1.10.3 2021-01-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 29328
God of War™: Ghost of Sparta v1.10.3 2021-01-18 WriteToHardware: Invalid address 00000064 near PC 08a9c7a4 LR 08a98f88
God of War™: Ghost of Sparta v1.10.3 2021-01-18 ReadFromHardware: Invalid address 00000068 near PC 08a9c7a4 LR 08a98f88
God of War™: Ghost of Sparta v1.10.3 2021-01-16 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 r4p1-01rel0 [Revision 96995]. 01f34501:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:0 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 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 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); 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_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMi
God of War™: Ghost of Sparta v1.9.3 2021-01-15 Unknown GetPointer 0004d519 PC 08a02a08 LR 08a02a10
God of War™: Ghost of Sparta v1.10.3 2021-01-15 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 r6p0-01rel1 [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); diffuse
God of War™: Ghost of Sparta v1.10.3 2021-01-15 Render to texture with different strides 256 != 64
God of War™: Ghost of Sparta v1.10.3 2021-01-15 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/04110000
God of War™: Ghost of Sparta v1.10.3 2021-01-15 Unknown syscall in known module 'sceAudio': 0x20628e6f
God of War™: Ghost of Sparta v1.10.3 2021-01-15 Unknown syscall in known module 'ThreadManForUser': 0x71ec4271
God of War™: Ghost of Sparta v1.10.3 2021-01-13 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
God of War™: Ghost of Sparta v1.10.3 2021-01-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
God of War™: Ghost of Sparta v1.10.3 2021-01-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1
God of War™: Ghost of Sparta v1.10.2 2021-01-09 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]. 01f34055:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:0 t:0 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 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 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 - 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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 = outPo
God of War™: Ghost of Sparta v1.10.2 2021-01-09 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]. 01f34055:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:0 t:0 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 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 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 - 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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 =
God of War™: Ghost of Sparta v1.9.4 2021-01-08 Error in shader compilation: info: Compile failed. ERROR: 0:449: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:449: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:449: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:449: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:453: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:453: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:453: 'assign' : cannot convert from 'int' to '3-component vector of float' ERROR: 0:484: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:484: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:484: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:484: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:498: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:498: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:498: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:498: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:502: 'mul' : undeclared identifier ERROR: 0:502: invalid function call 17 compilation errors. No code generated. postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen fil
God of War™: Ghost of Sparta v1.10.3 2021-01-05 80630006=sceAtracSetData(2, 08b407c0, 00020000): invalid RIFF header
God of War™: Ghost of Sparta v1.10.3 2021-01-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980
God of War™: Ghost of Sparta v1.10.3 2021-01-05 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
God of War™: Ghost of Sparta v1.10.3 2021-01-05 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
God of War™: Ghost of Sparta v1.9.3 2021-01-02 Unknown GetPointer 0004f361 PC 08a02a08 LR 08a02a10
God of War™: Ghost of Sparta v1.10.3 2020-12-30 sceMpegRingbufferPut(): invalid mpeg data
God of War™: Ghost of Sparta v1.10.3 2021-01-10 Unknown syscall in known module 'sceNpService': 0x78802d5f
God of War™: Ghost of Sparta v1.10.3 2021-01-10 Unknown syscall in known module 'sceNpService': 0x268c009d
God of War™: Ghost of Sparta v1.10.3 2021-01-10 Unknown syscall in known module 'sceNpService': 0x1da3e950
God of War™: Ghost of Sparta v1.10.3 2021-01-10 Unknown syscall in known module 'sceNpService': 0x168b8de5
God of War™: Ghost of Sparta v1.10.3 2021-01-10 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
God of War™: Ghost of Sparta v1.10.3 2020-12-28 Unknown syscall in known module 'sceNpAuth': 0x72bb0467
God of War™: Ghost of Sparta v1.10.3 2021-01-15 Unknown syscall in known module 'sceAudio': 0x46ebb729
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/b9848a74, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/b8d10c56, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/a72db4f9, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/a3d81169, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/a0b8ca55, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/9ff2b2e7, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/9b71a274, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/95a84ee5, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/8a9ebdcd, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/85461eff, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/76c0f4ae, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/75f03fa2, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/3ea82a4b, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/3d6d25a9, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/2d0e4e0a, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.3 2020-12-23 Ignoring func export scePsmfPlayer/2beb1569, already implemented in HLE.
God of War™: Ghost of Sparta v1.10.2 2020-12-28 Unexpected mpeg first timestamp: 5faea8095d3 / 6575234258387
God of War™: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-12-20 __KernelStopThread: thread 388 does not exist
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 00000cf7
God of War™: Ghost of Sparta v1.9.4 2020-12-19 An uneaten prefix at end of block: 0812b234
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 0000003a
God of War™: Ghost of Sparta v1.9.4 2020-12-19 Jump to invalid address: 03880000
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 05fe2000
God of War™: Ghost of Sparta v1.9.4 2020-12-19 Jump to invalid address: 0beaa6bc
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction cfa00000
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 00245454
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 03f90254
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 0000afff
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 0029efff
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 000000df
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 46cff800
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 43444344
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction f39fecfd
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 44200000
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 0000001f
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 00008ffd
God of War™: Ghost of Sparta v1.9.4 2020-12-19 Jump to invalid address: 03dc0000
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 06f604fa
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 00004ff5
God of War™: Ghost of Sparta v1.9.4 2020-12-19 Branch in RSZeroComp delay slot at 0812b1e4 in block starting at 0812b1c0
God of War™: Ghost of Sparta v1.9.4 2020-12-19 ReadFromHardware: Invalid address ffff8800 near PC 081115a0 LR 08000000
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 44fb0000
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 4ff40000
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 000995fd
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction d1000000
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction edeffffa
God of War™: Ghost of Sparta v1.9.4 2020-12-19 MIPSCompileOp: Invalid instruction 9f9ef600
God of War™: Ghost of Sparta v1.9.4 2020-12-19 WriteToHardware: Invalid address deadbeef near PC 0812b200 LR eadbeef0
God of War™: Ghost of Sparta v1.9.4 2020-12-19 Branch in RSRTComp delay slot at 08111678 in block starting at 08110000
God of War™: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-12-19 __KernelStopThread: thread 346 does not exist
God of War™: Ghost of Sparta v1.10.2 2020-12-15 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
God of War™: Ghost of Sparta v1.10.3-491-g9bc278c3d 2020-12-13 Ignoring possible texturing from framebuffer at 04118000 +0x147 / 480x272
God of War™: Ghost of Sparta v1.10.3 2020-12-12 Unimplemented HLE function sceHprmRegisterCallback
God of War™: Ghost of Sparta v1.10.3 2020-12-10 ReadFromHardware: Invalid address 02c80000 near PC 08ae1500 LR 08ae1500
God of War™: Ghost of Sparta v1.10.3 2020-12-10 WriteToHardware: Invalid address 02c80000 near PC 08ae4144 LR 08ae194c
God of War™: Ghost of Sparta v1.10.3 2020-12-09 FBO using existing buffer as depthbuffer, 04000000/04110000 and 04110000/04110000
God of War™: Ghost of Sparta v1.10.3 2020-12-09 Unknown GE command : 7fbeac57
God of War™: Ghost of Sparta v1.10.3 2020-12-06 ReadFromHardware: Invalid address 00000000 near PC 0880c910 LR 0880c910
God of War™: Ghost of Sparta v1.10.3 2020-12-06 WriteToHardware: Invalid address 00000006 near PC 08818b08 LR 08818b08
God of War™: Ghost of Sparta v1.10.3 2020-12-06 WriteToHardware: Invalid address 00000000 near PC 08818b08 LR 08818b08
God of War™: Ghost of Sparta v1.10.3 2020-12-06 ReadFromHardware: Invalid address 00000000 near PC 08818b08 LR 08818b08
God of War™: Ghost of Sparta v1.10.3 2020-12-06 WriteToHardware: Invalid address 00000000 near PC 08819d9c LR 08819ca8