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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 |