Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.8.0 2019-06-15 MIPSCompileOp: Invalid instruction 41f87cd0
God of War: Chains of Olympus v1.8.0 2019-06-13 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08afef54
God of War: Chains of Olympus v1.8.0 2019-06-12 WriteToHardware: Invalid address 3b2fc258 near PC 089a1908 LR 089a1fa8
God of War: Chains of Olympus v1.8.0 2019-06-13 ReadFromHardware: Invalid address 0a00000c near PC 089a1f4c LR 089a1f4c
God of War: Chains of Olympus v1.8.0 2019-06-12 ReadFromHardware: Invalid address 100b0705 near PC 100b0705 LR 089fda74
God of War: Chains of Olympus v1.8.0 2019-06-12 WriteToHardware: Invalid address 000002c7 near PC 0881f148 LR 0881f148
God of War: Chains of Olympus v1.8.0 2019-06-10 ReadFromHardware: Invalid address cccccccc near PC cccccccc LR 08835e28
God of War: Chains of Olympus v1.8.0 2019-06-10 Unknown GetPointer 00000000 PC 0880b2a8 LR 0880b2a8
God of War: Chains of Olympus v1.8.0 2019-06-03 80630011=sceAtracSetDataAndGetID(08b70ec0, 00012120): no data chunk
God of War: Chains of Olympus v1.8.0 2019-06-03 Unknown GetPointer 00000000 PC 089daf94 LR 089daf94
God of War: Chains of Olympus v1.6.3-432-gfd6c3145d 2019-06-02 Error in shader program link: info: (unknown reason) fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out 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; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01030000:00000b19 HWX C T N LM Tex Light: 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War: Chains of Olympus v1.6.3-432-gfd6c3145d 2019-06-02 Error in shader program link: info: (unknown reason) fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out 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; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01030000:00120b19 HWX C T N LM Tex UVEnv Light: 0: c:0 t:0 1: 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 vec3 u_lightpos1; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos1), worldnormal)) * 0.5, 1.0); }
God of War: Chains of Olympus v1.8.0 2019-06-02 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
God of War: Chains of Olympus v1.8.0 2019-06-02 sceKernelLoadModule: unsupported options size=00000014, flags=209ccd80, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.8.0 2019-06-02 sceKernelLoadModule: unsupported options size=00000014, flags=209ccd80, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.8.0 2019-06-02 Trying to write block exit to illegal destination 00520000: pc = 00510000
God of War: Chains of Olympus v1.8.0 2019-06-02 Trying to write block exit to illegal destination 00510000: pc = 00500000
God of War: Chains of Olympus v1.8.0 2019-06-02 Trying to write block exit to illegal destination 00560000: pc = 00550000
God of War: Chains of Olympus v1.8.0 2019-06-02 Trying to write block exit to illegal destination 00530000: pc = 00520000
God of War: Chains of Olympus v1.8.0 2019-06-01 Unknown GetPointer 00000000 PC 08804c38 LR 08000030
God of War: Chains of Olympus v1.8.0 2019-06-01 CALL to illegal address 000001f4 - ignoring! data=0000f5
God of War: Chains of Olympus v1.8.0 2019-06-01 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 07f34444:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 WScale 3 #version 100 precision highp float; 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projP
God of War: Chains of Olympus v1.8.0 2019-06-01 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 07f24404:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:2 WScale 3 #version 100 precision highp float; 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeM
God of War: Chains of Olympus v1.8.0 2019-06-01 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 07f34444:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 WScale 3 #version 100 precision highp float; 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || pro
God of War: Chains of Olympus v1.8.0 2019-06-01 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 07f24404:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:2 WScale 3 #version 100 precision highp float; 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRang
God of War: Chains of Olympus v1.8.0 2019-05-29 Jump to invalid address: 07928500
God of War: Chains of Olympus v1.8.0 2019-05-29 Jump to invalid address: 02bfbd50
God of War: Chains of Olympus v1.8.0 2019-05-29 80420014=__sceSasCore(08b63700, b1f056c0): invalid address
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-27 Wrong magic number 95717400
God of War: Chains of Olympus v1.8.0 2019-05-27 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
God of War: Chains of Olympus v1.8.0 2019-05-27 Branch in Jump delay slot at 08a2952c in block starting at 08a29514
God of War: Chains of Olympus v1.8.0 2019-05-27 Branch in Jump delay slot at 08a2a24c in block starting at 08a2a24c
God of War: Chains of Olympus v1.8.0 2019-05-25 ReadFromHardware: Invalid address 0d7bd98c near PC 0d7bd98c LR 089fda74
God of War: Chains of Olympus v1.8.0 2019-05-23 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.8.0 2019-05-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.8.0 2019-05-23 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.8.0 2019-05-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 69c65ff0
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 69e7bff8
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 33765046
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 6a633ff8
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 00000240
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 4c476e65
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 332d5952
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 6925c7d8
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 69097e48
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 69cf02a8
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 646fc240
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 646ff000
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 646e8698
God of War: Chains of Olympus v1.4-2-g648bc5d 2019-05-21 Wrong magic number 696baff0
God of War: Chains of Olympus v1.4.2 2019-05-20 Wrong magic number ce3f9650
God of War: Chains of Olympus v1.4.2 2019-05-20 Wrong magic number ce24c820
God of War: Chains of Olympus v1.8.0 2019-06-08 Unexpected mpeg first timestamp: 3ba829e38d3 / 4099590207699
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 02dc3070
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 02eef520
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 07a5eae0
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 07aa7560
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 07a9a0e0
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 07a64fe0
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 02dc2ff0
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 079fdc80
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 07a50aa0
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 078ceee0
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 07953860
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 0794c7e0
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 02dc30b0
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 02dc3030
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 07a738a0
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 02f50a20
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 0798ffa0
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 078d05a0
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 078cfb60
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 07a25ee0
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 02dc2f70
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 02dc2fb0
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 07a73700
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 02dc2f30
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 0799aea0
God of War: Chains of Olympus v1.8.0 2019-05-17 Jump to invalid address: 02f57620
God of War: Chains of Olympus v1.8.0 2019-05-19 Jump to invalid address: 02dc2ef0
God of War: Chains of Olympus v1.4.2 2019-05-14 Wrong magic number afba1f20
God of War: Chains of Olympus v1.8.0 2019-06-10 Unknown GetPointer 00000000 PC 0881f828 LR 0881f828
God of War: Chains of Olympus v1.5.4-998-g08f26439c 2019-05-11 sceKernelLoadModule: unsupported options size=1091f310, flags=1091f314, pos=0, access=1, data=278000408, text=278000412
God of War: Chains of Olympus v1.8.0 2019-05-07 MIPSCompileOp: Invalid instruction 425259ab
God of War: Chains of Olympus v1.8.0 2019-05-07 Jump to invalid address: 03c04700
God of War: Chains of Olympus v1.4-56-gb1a530b 2019-05-06 Wrong magic number a00de750
God of War: Chains of Olympus v1.4.2 2019-05-05 Wrong magic number a14cfb00
God of War: Chains of Olympus v1.4.2 2019-05-05 Wrong magic number b4b04bd0
God of War: Chains of Olympus v1.8.0 2019-05-03 WriteToHardware: Invalid address 2e15796c near PC 08a80b48 LR 088120ac
God of War: Chains of Olympus v1.8.0 2019-05-03 ReadFromHardware: Invalid address ffffffa0 near PC 08a74648 LR 08a746bc
God of War: Chains of Olympus v1.8.0 2019-05-03 WriteToHardware: Invalid address 000002c8 near PC 08a74648 LR 08a746bc
God of War: Chains of Olympus v1.8.0 2019-05-02 ReadFromHardware: Invalid address 23767364 near PC 23767364 LR 08ae8b40
God of War: Chains of Olympus v1.4.2 2019-04-30 Unsupported Vertex Color Value : f6662700
God of War: Chains of Olympus v1.4.2 2019-04-30 Unsupported Vertex Alpha and Primitive : f7771300
God of War: Chains of Olympus v1.4.2 2019-04-30 Unsupported Vertex Texture Coordinate T : f4447907
God of War: Chains of Olympus v1.4.2 2019-04-30 Unsupported Vertex Screen Coordinate Z : f2222f0f
God of War: Chains of Olympus v1.4.2 2019-04-30 Unsupported Vertex Texture Coordinate S : f3332d04
God of War: Chains of Olympus v1.4.2 2019-04-30 Unknown GE command : faaa1e04
God of War: Chains of Olympus v1.4.2 2019-04-30 Unsupported Vertex Secondary Color Value : f9991600