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Game title |
Version |
Latest Report |
Message |
God of War: Chains of Olympus |
v1.10.2 |
2024-08-08 |
80630007=sceAtracSetData(2, 08bb6100, 00020000): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.10.2 |
2024-08-08 |
80630007=sceAtracSetData(2, 08bd6108, 0000e800): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-05 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p0-00rel0 [Revision 96995].
01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos. |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-04 |
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].
01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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))
// 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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 mediump mat4 u_texmtx;
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 mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp 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);
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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth |
God of War: Chains of Olympus |
v1.17.1 |
2024-06-04 |
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].
01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 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))
// 01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 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 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 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 = u_matambientalpha;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
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);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullR |
God of War: Chains of Olympus |
v1.17.1 |
2024-05-31 |
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].
01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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 mediump mat4 u_texmtx;
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 mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp 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);
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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth |
God of War: Chains of Olympus |
v1.15.4 |
2024-05-27 |
An uneaten prefix at end of block: 08927e70 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-21 |
Bad bounding box data: 007676 |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-21 |
Bad vertex address 0484caa1! |
God of War: Chains of Olympus |
v1.17.1-491-g9cdd97c13b |
2024-05-21 |
Unusual bezier/spline vtype: 1200c7be, morph: 0, bones: 4 |
God of War: Chains of Olympus |
v1.9.4 |
2024-04-06 |
80631003=sceAtracSetAA3DataAndGetID(08b70fc0, 00028000, 001dfc94, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War: Chains of Olympus |
v1.9.4 |
2024-04-06 |
80631003=sceAtracSetAA3DataAndGetID(08b70fc0, 00028000, 0006c0c4, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War: Chains of Olympus |
v1.16.6 |
2024-01-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.9.0 |
2024-01-08 |
Unknown GE command : 0334b000 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2 |
God of War: Chains of Olympus |
v1.16.6 |
2023-12-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=1, text=1 |
God of War: Chains of Olympus |
v1.9.3-80-g73bf6098e |
2023-10-21 |
__KernelStopThread: thread 338 does not exist |
God of War: Chains of Olympus |
v1.9.3-80-g73bf6098e |
2023-10-21 |
__KernelStopThread: thread 339 does not exist |
God of War: Chains of Olympus |
v1.9.3-80-g73bf6098e |
2023-10-21 |
__KernelStopThread: thread 350 does not exist |
God of War: Chains of Olympus |
v1.9.3-80-g73bf6098e |
2023-10-21 |
__KernelStopThread: thread 345 does not exist |
God of War: Chains of Olympus |
v1.17.1 |
2024-08-24 |
Can't draw: No current render step. Step count: 0 |
God of War: Chains of Olympus |
v1.15.4 |
2023-10-16 |
__KernelStopThread: thread 414 does not exist (helper deleted) |
God of War: Chains of Olympus |
v1.14.1 |
2023-08-20 |
UI scissor out of bounds in GameSettingsScreen: 238,0-962,565 / 1208,544 |
God of War: Chains of Olympus |
v1.14.1 |
2023-08-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=08d11560, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.14.1 |
2023-08-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=08857c2c, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.14.1 |
2023-08-19 |
UI scissor out of bounds in GameSettingsScreen: 354,0-1433,810 / 1800,781 |
God of War: Chains of Olympus |
v1.15.3 |
2023-05-16 |
sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid) |
God of War: Chains of Olympus |
v1.15.4-69-gca75e2015 |
2024-02-27 |
Rendering to framebuffer offset at 04162000 +384x0 (stride 512) |
God of War: Chains of Olympus |
v1.14.4 |
2023-04-24 |
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].
07f34004:40c00b39 HWX C T N LM Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 07f34004:40c00b39 HWX C T N LM Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull
attribute mediump vec4 w1;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform 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_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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (p |
God of War: Chains of Olympus |
v1.9.0 |
2023-03-24 |
WriteToHardware: Invalid address 000000f4 near PC 089a63c8 LR 089a63c8 |
God of War: Chains of Olympus |
v1.9.0 |
2023-03-24 |
ReadFromHardware: Invalid address 000001d7 near PC 089a63c8 LR 089a63c8 |
God of War: Chains of Olympus |
v1.9.0 |
2023-03-24 |
WriteToHardware: Invalid address 00000070 near PC 089a63c8 LR 089a63c8 |
God of War: Chains of Olympus |
v1.9.0 |
2023-04-02 |
WriteToHardware: Invalid address 000000f4 near PC 089a4c48 LR 089a63c8 |
God of War: Chains of Olympus |
v1.9.0 |
2023-04-02 |
ReadFromHardware: Invalid address 000001d7 near PC 089a4c48 LR 089a63c8 |
God of War: Chains of Olympus |
v1.9.0 |
2023-04-02 |
WriteToHardware: Invalid address 00000070 near PC 089a4c48 LR 089a63c8 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,394-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,321-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,247-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,173-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,100-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,60-0,36 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1322,394-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1322,321-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1322,247-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1322,173-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1322,100-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1322,60-0,36 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1233,394-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1233,321-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1233,247-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1233,173-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1233,100-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1233,60-0,36 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,439-0,26 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,365-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,291-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,218-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,144-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-13 |
UI scissor out of bounds in SavedataScreen: 1349,70-0,70 / 1208,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1260,439-0,26 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1260,365-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1260,291-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1260,218-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1260,144-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1260,70-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1290,439-0,26 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1290,365-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1290,291-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1290,218-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1290,144-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-12 |
UI scissor out of bounds in SavedataScreen: 1290,70-0,70 / 1149,544 |
God of War: Chains of Olympus |
v1.10.3 |
2023-02-22 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228644, firstSym=082284c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228654, firstSym=082284e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228658, firstSym=082284e8, varData=00000000, extra=00000000
|
God of War: Chains of Olympus |
v1.10.3 |
2023-02-22 |
Crazy varData address 01011006, skipping rest of module |
God of War: Chains of Olympus |
v1.10.3 |
2023-02-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1 |
God of War: Chains of Olympus |
v1.9.0 |
2023-04-02 |
WriteToHardware: Invalid address 000000f4 near PC 089a6504 LR 089a6504 |
God of War: Chains of Olympus |
v1.9.0 |
2023-04-02 |
ReadFromHardware: Invalid address 000001d7 near PC 089a6504 LR 089a6504 |
God of War: Chains of Olympus |
v1.9.0 |
2023-04-02 |
WriteToHardware: Invalid address 00000070 near PC 089a6504 LR 089a6504 |
God of War: Chains of Olympus |
v1.14.3 |
2023-02-08 |
UI scissor out of bounds in GameSettingsScreen: 307,0-1280,720 / 1510,720 |
God of War: Chains of Olympus |
v1.14 |
2023-01-30 |
UI scissor out of bounds in GameSettingsScreen: 123,0-495,272 / 589,272 |
God of War: Chains of Olympus |
v1.14 |
2023-01-30 |
UI scissor out of bounds in GameSettingsScreen: 310,0-1239,720 / 1476,720 |
God of War: Chains of Olympus |
v1.9.0 |
2023-01-26 |
WriteToHardware: Invalid address 000000f4 near PC 08000000 LR 08000000 |
God of War: Chains of Olympus |
v1.9.0 |
2023-01-26 |
ReadFromHardware: Invalid address 000000d8 near PC 08000000 LR 08000000 |
God of War: Chains of Olympus |
v1.9.0 |
2023-01-26 |
WriteToHardware: Invalid address 00000070 near PC 08000000 LR 08000000 |
God of War: Chains of Olympus |
v1.14.4 |
2023-01-22 |
80631003=sceAtracSetAA3DataAndGetID(08b70fc0, 00028000, 0014b2c4, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War: Chains of Olympus |
v1.14.4 |
2023-01-22 |
80630011=sceAtracSetDataAndGetID(08b70fc0, 00028000): no data chunk |
God of War: Chains of Olympus |
v1.14.4 |
2023-01-22 |
RIFF chunk had uneven size |
God of War: Chains of Olympus |
v1.17.4-1 |
2024-09-15 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
God of War: Chains of Olympus |
v1.17.4-1 |
2024-09-17 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
God of War: Chains of Olympus |
v1.17.4-1 |
2024-09-17 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
God of War: Chains of Olympus |
v1.13.2 |
2022-11-22 |
Game install with no files / data |
God of War: Chains of Olympus |
v1.12.3 |
2022-11-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a871b0, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.13.2 |
2022-10-23 |
80630006=sceAtracSetHalfwayBufferAndGetID(08bfec80, 00001000, 00040000): invalid RIFF header |
God of War: Chains of Olympus |
v1.10-6-g8ac4efd3c |
2022-10-18 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768800 |
God of War: Chains of Olympus |
v1.12.3 |
2022-09-30 |
ReadFromHardware: Invalid address 3fb8a9a0 near PC 08000000 LR 08000000 |
God of War: Chains of Olympus |
v1.12.3 |
2022-09-30 |
WriteToHardware: Invalid address 00000074 near PC 08000000 LR 08000000 |
God of War: Chains of Olympus |
v1.9.0 |
2022-09-20 |
Unknown syscall in known module 'sceNpService': 0x78802d5f |
God of War: Chains of Olympus |
v1.9.0 |
2022-09-20 |
Unknown syscall in known module 'sceNpService': 0x268c009d |
God of War: Chains of Olympus |
v1.9.0 |
2022-09-20 |
Unknown syscall in known module 'sceNpService': 0x1da3e950 |
God of War: Chains of Olympus |
v1.9.0 |
2022-09-20 |
Unknown syscall in known module 'sceNpService': 0x168b8de5 |
God of War: Chains of Olympus |
v1.9.0 |
2022-09-20 |
Unknown syscall in known module 'sceNpAuth': 0xd99455dd |