Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.17.1 2024-07-25 ReadFromHardware: Invalid address 00000040 near PC 08a19e0c LR 08a19df4
God of War: Chains of Olympus v1.17.1 2024-07-25 ReadFromHardware: Invalid address 00000000 near PC 08994e68 LR 08843170
God of War: Chains of Olympus v1.16.6 2024-07-13 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [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
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 4536e310
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fdeea0
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a1b00
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 44b763e7
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fdf150
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a1c00
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 456038b6
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fdfec0
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2800
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 451c0fbc
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe0170
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2900
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 450e8a2a
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe0420
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2400
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe06d0
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2500
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 455ba5e7
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe0980
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2600
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 45471cec
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe0c30
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2700
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 45a43119
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe0ee0
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2000
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 453e2594
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe1190
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2100
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 45511060
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe1440
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2200
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 4550d447
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe16f0
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2300
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 4580b95f
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe1c50
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a3400
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 451244e7
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe1f00
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2f00
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 452b5cf7
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe2460
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a3100
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 4507c6e5
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe2c70
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2c00
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 450f4a83
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe2f20
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2d00
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 44b08807
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe31d0
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a2e00
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 4516eb3c
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe44a0
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a3600
God of War: Chains of Olympus v1.17.1 2024-07-09 MIPSCompileOp: Invalid instruction 45165a70
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 05fe4a00
God of War: Chains of Olympus v1.17.1 2024-07-09 Jump to invalid address: 058a3800
God of War: Chains of Olympus v1.17.1 2024-07-06 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 r7p0-00rel1 [Revision 96995]. 01f34044:00000f09 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34044:00000f09 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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 = 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; 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; gl_Position = outPos; }
God of War: Chains of Olympus v1.17.1 2024-07-07 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 r7p0-00rel1 [Revision 96995]. 01f34044:00000b09 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34044:00000b09 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform 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 = 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; 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; gl_Position = outPos; }
God of War: Chains of Olympus v1.11.3 2024-07-06 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
God of War: Chains of Olympus v1.17.1 2024-07-03 Unexpected mpeg first timestamp: fd21fdf11ce / 17395152261582
God of War: Chains of Olympus v1.16.6 2024-07-01 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
God of War: Chains of Olympus v1.15.4 2024-06-30 __KernelStopThread: thread 320 does not exist (helper deleted)
God of War: Chains of Olympus v1.17.1 2024-06-30 WriteToHardware: Invalid address 0000b580 near PC 089b0528 LR 089b0528
God of War: Chains of Olympus v1.17.1 2024-06-29 Could not setup streams, unexpected stream count: 65535
God of War: Chains of Olympus v1.17.1 2024-06-29 Unexpected mpeg first timestamp: 5400 / 21504
God of War: Chains of Olympus v1.17.1 2024-06-29 WriteToHardware: Invalid address 000002c8 near PC 0881be90 LR 08819ae0
God of War: Chains of Olympus v1.17.1 2024-06-29 ReadFromHardware: Invalid address ffffffa0 near PC 0881be90 LR 08819ae0
God of War: Chains of Olympus v1.17 2024-06-23 MIPSCompileOp: Invalid instruction 74736e69
God of War: Chains of Olympus v1.17 2024-06-23 MIPSCompileOp: Invalid instruction 706d6f43
God of War: Chains of Olympus v1.17 2024-06-23 MIPSCompileOp: Invalid instruction 73252074
God of War: Chains of Olympus v1.17.1 2024-06-18 WriteToHardware: Invalid address 2e157949 near PC 0883ba54 LR 0883ba54
God of War: Chains of Olympus v1.17.1-669-gd298c6f6f5 2024-06-18 Jump to invalid address: 035b9d00
God of War: Chains of Olympus v1.17.1 2024-06-17 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-400 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 v1.13.2 2024-06-15 Unimplemented HLE function sceImposeSetHomePopup
God of War: Chains of Olympus v1.17.1 2024-06-11 __KernelStopThread: thread 296 does not exist (ApctlThread deleted)
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-06-04 Unknown GE command : 4ebc1cd2
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-06-04 Imm vertex used fog
God of War: Chains of Olympus v1.17.1-334-g1786a4ddb 2024-06-04 Imm vertex used clip value, flags=774800
God of War: Chains of Olympus v1.10.3 2024-05-30 80630007=sceAtracSetData(2, 08bb6100, 00020000): atracID uses different codec type than data
God of War: Chains of Olympus v1.17.1-669-gd298c6f6f5 2024-06-05 sceKernelLoadModule: unsupported options size=00000014, flags=09fbec58, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-24 WriteToHardware: Invalid address 2e157949 near PC 089d287c LR 089d3194
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-22 80630006=sceAtracSetDataAndGetID(08e169e0, 00043000): invalid RIFF header
God of War: Chains of Olympus v1.17.1 2024-05-20 sceNetAdhocMatchingInit(32768) at 08930b4c
God of War: Chains of Olympus v1.17.1 2024-05-18 MIPSCompileOp: Invalid instruction 463224f8
God of War: Chains of Olympus v1.17.1-491-g9cdd97c13b 2024-05-16 Unknown GE command : ef600000
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2024-05-09 __KernelStopThread: thread 361 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2024-05-09 __KernelStopThread: thread 370 does not exist
God of War: Chains of Olympus v1.17.1 2024-05-06 Jump to invalid address: 07969bc0
God of War: Chains of Olympus v1.14.2 2024-04-29 UI scissor out of bounds in TouchControlLayoutScreen: 0,0-267,1280 / 1280,720
God of War: Chains of Olympus v1.14.2 2024-04-29 UI scissor out of bounds in TouchControlLayoutScreen: 474,79-1774,317 / 1280,720
God of War: Chains of Olympus v1.17.1 2024-04-26 Unknown GE command : fa4a6a54
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