Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.10.2 2024-04-21 sceKernelRegisterSubIntrHandler(30, 0, 089298c8, 00000000): duplicate handler
God of War: Chains of Olympus v1.6.3 2024-04-21 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:01800802 Tex LM 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; 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; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01010000:00000b19 HWX C T N LM Tex Light: MatUp:1 #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 vec3 u_matdiffuse; 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 highp 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 v1.17.1 2024-04-19 Jump to invalid address: 05ff0950
God of War: Chains of Olympus v1.17.1 2024-04-19 Jump to invalid address: 05828e00
God of War: Chains of Olympus v1.10-6-g8ac4efd3c 2024-04-19 Bottom-right corner of source of block transfer is at an invalid address: 0480ffae
God of War: Chains of Olympus v1.10-6-g8ac4efd3c 2024-04-19 Bottom-right corner of source of block transfer is at an invalid address: 0480ffa6
God of War: Chains of Olympus v1.17.1-35-g0159102a1 2024-04-17 WriteToHardware: Invalid address 000002c8 near PC 089db1f0 LR 089db328
God of War: Chains of Olympus v1.17.1-35-g0159102a1 2024-04-17 ReadFromHardware: Invalid address ffffffa0 near PC 089db1f0 LR 089db328
God of War: Chains of Olympus v1.17.1 2024-04-13 WriteToHardware: Invalid address 000002c8 near PC 089da330 LR 089da330
God of War: Chains of Olympus v1.17.1 2024-04-13 ReadFromHardware: Invalid address ffffffa0 near PC 089da330 LR 089da330
God of War: Chains of Olympus v1.14.1 2024-04-12 UI scissor out of bounds in SavedataScreen: 1380,310-0,50 / 1280,720
God of War: Chains of Olympus v1.14.1 2024-04-12 UI scissor out of bounds in SavedataScreen: 1380,258-0,50 / 1280,720
God of War: Chains of Olympus v1.14.1 2024-04-12 UI scissor out of bounds in SavedataScreen: 1380,206-0,50 / 1280,720
God of War: Chains of Olympus v1.14.1 2024-04-12 UI scissor out of bounds in SavedataScreen: 1380,154-0,50 / 1280,720
God of War: Chains of Olympus v1.14.1 2024-04-12 UI scissor out of bounds in SavedataScreen: 1380,102-0,50 / 1280,720
God of War: Chains of Olympus v1.14.1 2024-04-12 UI scissor out of bounds in SavedataScreen: 1380,50-0,50 / 1280,720
God of War: Chains of Olympus v1.17.1 2024-04-08 MIPSCompileOp: Invalid instruction 00000a28
God of War: Chains of Olympus v1.17.1 2024-04-05 sceKernelCreateThread(name=god_g001_Demo): unsupported attributes 00000006
God of War: Chains of Olympus v1.17.1 2024-04-05 sceKernelCreateThread(name=god_m002_Movie): unsupported attributes 00000006
God of War: Chains of Olympus v1.17.1 2024-04-05 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
God of War: Chains of Olympus v1.17.1 2024-04-05 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
God of War: Chains of Olympus v1.17.1 2024-04-01 MIPSCompileOp: Invalid instruction 6e616972
God of War: Chains of Olympus v1.17.1 2024-04-01 Jump to invalid address: 0ad1f6ec
God of War: Chains of Olympus v1.17.1 2024-04-01 Jump to invalid address: 050bd134
God of War: Chains of Olympus v1.17.1 2024-04-01 MIPSCompileOp: Invalid instruction 41f00000
God of War: Chains of Olympus v1.17.1 2024-04-01 MIPSCompileOp: Invalid instruction 000002b5
God of War: Chains of Olympus v1.17.1 2024-04-01 MIPSCompileOp: Invalid instruction 00000129
God of War: Chains of Olympus v1.17.1 2024-04-01 Jump to invalid address: 0aa058f8
God of War: Chains of Olympus v1.17.1 2024-04-01 WriteToHardware: Invalid address 00000493 near PC 089b12c0 LR 089b1270
God of War: Chains of Olympus v1.17.1 2024-04-01 ReadFromHardware: Invalid address 0000d6e7 near PC 089b7194 LR 089b75cc
God of War: Chains of Olympus v1.16.6 2024-03-29 Unknown GE command : 03022f61
God of War: Chains of Olympus v1.16.6 2024-03-29 Could not setup streams, unexpected stream count: 61637
God of War: Chains of Olympus v1.16.6 2024-03-29 Unexpected mpeg first timestamp: 2c9ff09f8f9 / 3066590525689
God of War: Chains of Olympus v1.17.1 2024-03-26 MIPSCompileOp: Invalid instruction 47afd384
God of War: Chains of Olympus v1.17.1 2024-03-26 Jump to invalid address: 0603ce80
God of War: Chains of Olympus v1.17.1 2024-03-26 Jump to invalid address: 05e9aa00
God of War: Chains of Olympus v1.17.1 2024-03-25 Unknown GE command : 03010202
God of War: Chains of Olympus v1.17.1 2024-03-23 Branch in JumpReg delay slot at 04447bf4 in block starting at 04447bf4
God of War: Chains of Olympus v1.17.1 2024-03-23 MIPSCompileOp: Invalid instruction 00050905
God of War: Chains of Olympus v1.17.1 2024-03-23 MIPSCompileOp: Invalid instruction 00040605
God of War: Chains of Olympus v1.17.1 2024-03-23 MIPSCompileOp: Invalid instruction 00010401
God of War: Chains of Olympus v1.17.1 2024-03-23 MIPSCompileOp: Invalid instruction 00020301
God of War: Chains of Olympus v1.17.1 2024-03-23 MIPSCompileOp: Invalid instruction 00000201
God of War: Chains of Olympus v1.16.6 2024-03-20 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.16.6 2024-03-20 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.17.1-35-g0159102a1 2024-03-13 Branch in RSZeroComp delay slot at 09d99610 in block starting at 09d995fc
God of War: Chains of Olympus v1.6.3 2024-03-08 WriteToHardware: Invalid address 000002c8 near PC 089af4ac LR 0882f424
God of War: Chains of Olympus v1.6.3 2024-03-08 ReadFromHardware: Invalid address ffffffa0 near PC 089af4ac LR 0882f424
God of War: Chains of Olympus v1.17.1 2024-03-05 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
God of War: Chains of Olympus v1.15.4 2024-03-05 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 330 #extension GL_ARB_shader_stencil_export : require // Driver: ATI Mobility Radeon HD 4200 Series - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
God of War: Chains of Olympus v1.16.6 2024-03-01 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 r10p0-00dev0 [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-400 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 || proj
God of War: Chains of Olympus v1.16.6 2024-03-01 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 r10p0-00dev0 [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_fogd
God of War: Chains of Olympus v1.15.4 2024-02-16 Jump to invalid address: 0568d360
God of War: Chains of Olympus v1.15.4 2024-02-16 Branch in Jump delay slot at 08e21f20 in block starting at 08e21580
God of War: Chains of Olympus v1.15.4 2024-02-16 Jump to invalid address: 03885360
God of War: Chains of Olympus v1.11.3 2024-02-16 Unknown GE command : 34050002
God of War: Chains of Olympus v1.6.3 2024-02-09 WriteToHardware: Invalid address 000002c8 near PC 0882e5f4 LR 0882e5d4
God of War: Chains of Olympus v1.6.3 2024-02-09 ReadFromHardware: Invalid address ffffffa0 near PC 0882e5f4 LR 0882e5d4
God of War: Chains of Olympus v1.17 2024-02-07 sceIoIoctl(disc0:/UMD_DATA.BIN, 01020001, 00000000, 0, 08b84800, 800)
God of War: Chains of Olympus v1.17 2024-02-06 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfe54, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.10 2024-02-04 80630006=sceAtracSetHalfwayBufferAndGetID(08bff040, 00001000, 00040000): invalid RIFF header
God of War: Chains of Olympus v1.9.4 2024-02-02 WriteToHardware: Invalid address 000002c8 near PC 089d6cf4 LR 089d6f10
God of War: Chains of Olympus v1.9.4 2024-02-02 ReadFromHardware: Invalid address ffffffa0 near PC 089d6cf4 LR 089d6f10
God of War: Chains of Olympus v1.17 2024-01-31 MIPSCompileOp: Invalid instruction 00000b41
God of War: Chains of Olympus v1.17 2024-01-31 MIPSCompileOp: Invalid instruction 0000007d
God of War: Chains of Olympus v1.17 2024-01-31 MIPSCompileOp: Invalid instruction 6b3078a8
God of War: Chains of Olympus v1.17 2024-01-31 MIPSCompileOp: Invalid instruction 71001eb8
God of War: Chains of Olympus v1.17 2024-01-31 MIPSCompileOp: Invalid instruction 7241f1f8
God of War: Chains of Olympus v1.17 2024-01-31 MIPSCompileOp: Invalid instruction 70dfe110
God of War: Chains of Olympus v1.17 2024-01-31 MIPSCompileOp: Invalid instruction 710021d8
God of War: Chains of Olympus v1.17 2024-01-31 MIPSCompileOp: Invalid instruction 0000007c
God of War: Chains of Olympus v1.16.6 2024-01-30 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]. 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_fogdep
God of War: Chains of Olympus v1.16.6 2024-01-25 Jump to invalid address: 078cd900
God of War: Chains of Olympus v1.16.6 2024-01-25 MIPSCompileOp: Invalid instruction 4d8eda98
God of War: Chains of Olympus v1.16.6 2024-01-25 Jump to invalid address: 077b0600
God of War: Chains of Olympus v1.16.6 2024-01-25 Jump to invalid address: 0793e480
God of War: Chains of Olympus v1.16.6 2024-01-25 MIPSCompileOp: Invalid instruction 4d8eda28
God of War: Chains of Olympus v1.16.6 2024-01-25 Jump to invalid address: 0793f000
God of War: Chains of Olympus v1.16.6 2024-01-25 MIPSCompileOp: Invalid instruction 4d8ed878
God of War: Chains of Olympus v1.16.6 2024-01-25 Jump to invalid address: 0783c1c0
God of War: Chains of Olympus v1.16.6 2024-01-25 Jump to invalid address: 078f1640
God of War: Chains of Olympus v1.16.6 2024-01-18 ReadFromHardware: Invalid address ff77819b near PC ff77819b LR 0881e31c
God of War: Chains of Olympus v1.16.6 2024-01-14 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 r6p0-00dev0 [Revision 96995]. 07f34004:40c00b29 HWX C T N LM 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)) // 07f34004:40c00b29 HWX C T N LM 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 = (projPos.z
God of War: Chains of Olympus v1.11.3 2024-01-14 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 07f14004:41000b3d HWX C T N LM Fog Tex Bones:5 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:1 WScale 3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone4; 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 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_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 = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); 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 = normalize(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); 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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; 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) { outPo
God of War: Chains of Olympus v1.16.6 2024-01-13 80630006=sceAtracSetDataAndGetID(08daa2d0, 00020000): invalid RIFF header
God of War: Chains of Olympus v1.16.6 2024-01-11 WriteToHardware: Invalid address 000002c8 near PC 089e14b0 LR 089e1594
God of War: Chains of Olympus v1.16.6 2024-01-11 ReadFromHardware: Invalid address ffffffa0 near PC 089e14b0 LR 089e1594
God of War: Chains of Olympus v1.11.3 2024-01-08 WriteToHardware: Invalid address 000002c8 near PC 0881e0dc LR 0882e5bc
God of War: Chains of Olympus v1.11.3 2024-01-08 ReadFromHardware: Invalid address ffffffa0 near PC 0881e0dc LR 0882e5bc
God of War: Chains of Olympus v1.16.6 2024-01-08 __KernelStopThread: thread 288 does not exist (helper deleted)
God of War: Chains of Olympus v1.16.6 2023-12-28 Jump to invalid address: 07a808e0
God of War: Chains of Olympus v1.16.6 2023-12-28 Jump to invalid address: 07acd020
God of War: Chains of Olympus v1.16.6 2023-12-28 Branch in Jump delay slot at 08b70c68 in block starting at 08b70bbc
God of War: Chains of Olympus v1.16.6 2023-12-28 Jump to invalid address: 07aabbe0
God of War: Chains of Olympus v1.16.6 2023-12-28 Branch in Jump delay slot at 08b70c64 in block starting at 08b70bbc
God of War: Chains of Olympus v1.16.6 2023-12-28 Jump to invalid address: 07a582e0
God of War: Chains of Olympus v1.16.6 2023-12-28 Jump to invalid address: 07a6a560
God of War: Chains of Olympus v1.16.6 2023-12-28 Branch in Jump delay slot at 08b70c58 in block starting at 08b70bbc
God of War: Chains of Olympus v1.16.6 2023-12-28 Jump to invalid address: 07ae4da0
God of War: Chains of Olympus v1.16.6 2023-12-28 Branch in Jump delay slot at 08b70c34 in block starting at 08b70bbc