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Game title |
Version |
Latest Report |
Message |
God of War®:降誕の刻印 |
v1.15.3 |
2023-05-15 |
ReadFromHardware: Invalid address 000056f2 near PC 08a63c00 LR 08a6454c |
God of War®:降誕の刻印 |
v1.15.2 |
2023-05-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a87160, pos=0, access=1, data=2, text=2 |
God of War®:降誕の刻印 |
v1.15.2 |
2023-05-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1 |
God of War®:降誕の刻印 |
v1.15.2 |
2023-05-07 |
80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 0021a938, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War®:降誕の刻印 |
v1.14.4 |
2023-03-08 |
80630006=sceAtracSetHalfwayBufferAndGetID(08bfec80, 00001000, 00040000): invalid RIFF header |
God of War®:降誕の刻印 |
v1.14.4 |
2023-03-05 |
80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 00319b18, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War®:降誕の刻印 |
v1.14.4 |
2023-03-05 |
80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 0016c658, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War®:降誕の刻印 |
v1.15.4 |
2023-06-01 |
Rendering to framebuffer offset at 04162000 +384x0 (stride 512) |
God of War®:降誕の刻印 |
v1.14.4 |
2023-02-25 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p0-00rel0 [Revision 96995].
01f34151:00000b39 HWX C T N LM Tex 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-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000b39 HWX C T N LM Tex 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) {
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 * 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) {
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 * 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) {
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 * specularColor * ldot ;
}
lightSum0.r |
God of War®:降誕の刻印 |
v1.14.4 |
2023-02-25 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p0-00rel0 [Revision 96995].
01f34151:00000f39 HWX C T N LM RevN Tex 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-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000f39 HWX C T N LM RevN Tex 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) {
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 * 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) {
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 * 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) {
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 * specularColor * ldot ;
}
|
God of War®:降誕の刻印 |
v1.14.4 |
2023-02-25 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p0-00rel0 [Revision 96995].
01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
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) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if ( |
God of War®:降誕の刻印 |
v1.14.4 |
2023-02-25 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p0-00rel0 [Revision 96995].
01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
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) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRange |
God of War®:降誕の刻印 |
v1.6.3 |
2023-02-11 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01730500:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:1 t:1 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * 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;
}
|
God of War®:降誕の刻印 |
v1.6.3 |
2023-02-11 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01730000:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®:降誕の刻印 |
v1.6.3 |
2023-02-11 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01730000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®:降誕の刻印 |
v1.6.3 |
2023-02-11 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01730000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp 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);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®:降誕の刻印 |
v1.14.4 |
2023-02-09 |
sceNetAdhocMatchingInit(32768) at 08930b4c |
God of War®:降誕の刻印 |
v1.14.2 |
2023-02-07 |
UI scissor out of bounds in GameSettingsScreen: 279,0-1231,721 / 1520,720 |
God of War®:降誕の刻印 |
v1.14.2 |
2023-02-07 |
UI scissor out of bounds in MainScreen: 55,0-1124,721 / 1520,720 |
God of War®:降誕の刻印 |
v1.14.2 |
2023-02-07 |
UI scissor out of bounds in CwCheatScreen: 492,0-1028,721 / 1520,720 |
God of War®:降誕の刻印 |
v1.15.3 |
2023-05-14 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1 |
God of War®:降誕の刻印 |
v1.14.4 |
2023-01-25 |
UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed |
God of War®:降誕の刻印 |
v1.12.3 |
2023-01-07 |
80630007=sceAtracSetData(2, 08d4b1c0, 00015700): atracID uses different codec type than data |
God of War®:降誕の刻印 |
v1.12.3 |
2023-01-07 |
80630007=sceAtracSetData(2, 08d13180, 00038000): atracID uses different codec type than data |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 07806c80 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 078224c0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 079690c0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 0797f880 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 0783cc80 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 07826d00 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 077be480 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 078e59c0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 078e54c0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 078fee40 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 0798c500 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 078c6c80 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 07851cc0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 033ad080 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 07896ac0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
Jump to invalid address: 079d2400 |
God of War®:降誕の刻印 |
v1.14.4-861-g4e9db4d34 |
2023-05-26 |
Ignoring possible texturing from framebuffer at 04162000 +0x63 / 480x272 |
God of War®:降誕の刻印 |
v1.15.4 |
2023-06-01 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
God of War®:降誕の刻印 |
v1.15.4 |
2023-05-29 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-16 |
sceIoChstat: change attr to 0000 requested |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-16 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f949b0, 00000002) |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-09 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07743c40 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07ae1de0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Branch in Jump delay slot at 09dd0f10 in block starting at 09dd0d70 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07743c20 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077d4800 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077e1000 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 078e0540 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077d4180 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 078c6880 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077d4e80 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077e1480 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 079e8cc0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
MIPSCompileOp: Invalid instruction 00019ffe |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
MIPSCompileOp: Invalid instruction 00006005 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077ff5c0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 079e0e00 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07a5cc00 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 078cb1c0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07a5b940 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07a5c280 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 078cba00 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 079ac780 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 079ab640 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07a5b400 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 078ca840 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 079aacc0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 079abf40 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 078cc9c0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 078cc080 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
MIPSCompileOp: Invalid instruction 00016001 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07747b00 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077d5500 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07833440 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077e1900 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 078e3340 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077e1dc0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07887b00 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 077d1d40 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07903780 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 079e0380 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 079e79c0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07839080 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07a1af80 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 0324d600 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07874780 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07827fc0 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 079e9000 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 07957f80 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 0788c480 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-12-25 |
MIPSCompileOp: Invalid instruction 00001ffd |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-20 |
Jump to invalid address: 0783d100 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-05 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-05 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000 |
God of War®:降誕の刻印 |
v1.13.2 |
2022-11-05 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16 |