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Game title |
Version |
Latest Report |
Message |
God of War™: Ghost of Sparta |
v1.5 |
2024-09-07 |
ReadFromHardware: Invalid address 0a294e49 near PC 08abc57c LR 0880bd98 |
God of War™: Ghost of Sparta |
v1.5 |
2024-09-07 |
WriteToHardware: Invalid address 00000000 near PC 08a6e584 LR 08a6e534 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-08-01 |
sceNetAdhocMatchingInit(32768) at 088119dc |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-08-01 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-30 |
Branch in Jump delay slot at 09fff080 in block starting at 09fff070 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-30 |
Branch in Jump delay slot at 09fff07c in block starting at 09fff070 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-30 |
Jump to invalid address: 07ffc244 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-30 |
Branch in Jump delay slot at 09fff078 in block starting at 09fff070 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-30 |
Jump to invalid address: 07823bc0 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-30 |
Jump to invalid address: 077400c0 |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-13 |
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 r6p2-01rel0 [Revision 96995].
01f34515:00000f09 HWX C T N LM RevN 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
// 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))
// 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
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_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 - 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);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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)), worldnor |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-13 |
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 r6p2-01rel0 [Revision 96995].
01f34515:00000b09 HWX C T N LM 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
// 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))
// 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
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_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 - 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);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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);
|
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-13 |
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 r6p2-01rel0 [Revision 96995].
01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
#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))
// 01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
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);
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);
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 - 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_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight |
God of War™: Ghost of Sparta |
v1.17.1 |
2024-07-13 |
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 r6p2-01rel0 [Revision 96995].
01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
#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))
// 01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
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);
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);
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 - 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_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight) |
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? |