Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.6.3 2019-08-22 Unexpected mpeg first timestamp: 7f6af641b67 / 8756085922663
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c2f3fd
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 0022587c
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00182d41
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 43b525b4
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 002c5a7c
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00b3e3f7
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 000e253a
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00bcecfb
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 000f2437
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c0f1fb
God of War: Chains of Olympus v1.8.0 2019-08-14 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 084001e0
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 0028465f
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00beeefa
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00b1e1f5
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00305a7a
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c9f8ff
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c1f1fe
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00cffcfe
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 0058a7de
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c6f6fe
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c2f2ff
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c0f0fd
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 002a5879
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c3f4fe
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 004384b7
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00b9e8f7
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c3f1fc
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00c4f3fc
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00cafaff
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00d2fefd
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00cefbfd
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00d5fcfc
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00d6fdfd
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00d4fdfd
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00cffdfc
God of War: Chains of Olympus v1.8.0 2019-08-14 Jump to invalid address: 03fd8000
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00cefcfb
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00d3fcfc
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 463317b1
God of War: Chains of Olympus v1.8.0 2019-08-14 MIPSCompileOp: Invalid instruction 00d1fcfc
God of War: Chains of Olympus v1.8.0 2019-08-11 ReadFromHardware: Invalid address 5f646909 near PC 5f646909 LR 089fda74
God of War: Chains of Olympus v1.8.0 2019-08-10 Jump to invalid address: 0379ea00
God of War: Chains of Olympus v1.8.0 2019-08-10 ReadFromHardware: Invalid address 00002656 near PC 0458a1f0 LR 084001e0
God of War: Chains of Olympus v1.8.0 2019-08-10 MIPSCompileOp: Invalid instruction 44b0fdff
God of War: Chains of Olympus v1.8.0 2019-08-10 MIPSCompileOp: Invalid instruction 6b4f6f6c
God of War: Chains of Olympus v1.8.0 2019-08-10 Jump to invalid address: 00c53950
God of War: Chains of Olympus v1.8.0 2019-08-10 MIPSCompileOp: Invalid instruction 4d4f6f6c
God of War: Chains of Olympus v1.8.0 2019-08-23 Unexpected mpeg first timestamp: 4c207968e72 / 5231397473906
God of War: Chains of Olympus v1.6.3-432-gfd6c3145d 2019-08-05 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; 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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01330004:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 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 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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; }
God of War: Chains of Olympus v1.6.3-432-gfd6c3145d 2019-08-05 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; 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 = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310004:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:0 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 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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; }
God of War: Chains of Olympus v1.8.0 2019-07-30 MIPSCompileOp: Invalid instruction 00000b7d
God of War: Chains of Olympus v1.8.0 2019-07-27 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]. 07f24440:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:0 1: c:0 t:1 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 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 * u_matambientalpha + 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * 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 2019-07-25 ReadFromHardware: Invalid address 3e3358ec near PC 08823c7c LR 089a41d0
God of War: Chains of Olympus v1.8.0 2019-07-25 Unknown GetPointer 3e3358ec PC 089a4ae4 LR 089a4ae4
God of War: Chains of Olympus v1.8.0 2019-07-25 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]. 07f24440:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:0 1: c:0 t:1 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 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 * u_matambientalpha + 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * 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 v1.6.3-492-g9fddfff66 2019-07-21 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; 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 = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01b34000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 3: c:0 t:1 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 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_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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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); 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; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; 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 <= 0.0f || (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_cullRangeMax.w; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 05a36d00
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 05a38b00
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 05a3b800
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 0600e940
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 0600a0b0
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 05a39b00
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 0621d740
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 05a35500
God of War: Chains of Olympus v1.8.0 2019-07-20 MIPSCompileOp: Invalid instruction 45a5b431
God of War: Chains of Olympus v1.8.0 2019-07-20 MIPSCompileOp: Invalid instruction 483892a1
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 0600c650
God of War: Chains of Olympus v1.8.0 2019-07-20 MIPSCompileOp: Invalid instruction 47176d90
God of War: Chains of Olympus v1.8.0 2019-07-20 MIPSCompileOp: Invalid instruction 4521d817
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 05a38a00
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 060085d0
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 0600b8e0
God of War: Chains of Olympus v1.8.0 2019-07-20 MIPSCompileOp: Invalid instruction 450f74a7
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 05a38c00
God of War: Chains of Olympus v1.8.0 2019-07-20 MIPSCompileOp: Invalid instruction 44afecc7
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 0600b630
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 05a3bf00
God of War: Chains of Olympus v1.8.0 2019-07-20 Jump to invalid address: 0600a360
God of War: Chains of Olympus v1.8.0 2019-07-18 Unknown GetPointer 175172ed PC 089a4ae4 LR 089a4ae4
God of War: Chains of Olympus v1.8.0 2019-07-16 CALL to illegal address 00000198 - ignoring! data=00009a
God of War: Chains of Olympus v1.8.0 2019-07-15 Unexpected mpeg first timestamp: 471588c4f91 / 4884863405969
God of War: Chains of Olympus v1.7.5 2019-07-13 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 r5p0-01rel0 [Revision 96995]. 07f34004:41400b1d HWX C T N LM Fog Tex Bones:6 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 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 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 mat4 u_bone5; 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_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 + w2.x * u_bone4 + w2.y * u_bone5; 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; 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 || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.7.5 2019-07-13 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 07f34004:41400b1d HWX C T N LM Fog Tex Bones:6 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 (failed) #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 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 mat4 u_bone5; 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_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 + w2.x * u_bone4 + w2.y * u_bone5; 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; 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 || (pr
God of War: Chains of Olympus v1.4-56-gb1a530b 2019-07-13 Wrong magic number 2d6d726f
God of War: Chains of Olympus v1.4-56-gb1a530b 2019-07-13 Wrong magic number 5af78008
God of War: Chains of Olympus v1.4-56-gb1a530b 2019-07-13 Wrong magic number 5a587758
God of War: Chains of Olympus v1.4-56-gb1a530b 2019-07-13 Wrong magic number 594f81c0
God of War: Chains of Olympus v1.4-56-gb1a530b 2019-07-13 Wrong magic number 594fc368
God of War: Chains of Olympus v1.4-56-gb1a530b 2019-07-13 Wrong magic number 5ad64010
God of War: Chains of Olympus v1.8.0 2019-07-11 ReadFromHardware: Invalid address ffffffa0 near PC 08811050 LR 08811050
God of War: Chains of Olympus v1.8.0 2019-07-11 WriteToHardware: Invalid address 000002c8 near PC 08811050 LR 08811050
God of War: Chains of Olympus v1.8.0 2019-07-11 ReadFromHardware: Invalid address 10433305 near PC 10433305 LR 089fda74
God of War: Chains of Olympus v1.6.3 2019-07-10 ReadFromHardware: Invalid address 00001004 near PC 089b28c0 LR 0880dfc8
God of War: Chains of Olympus v1.8.0 2019-07-08 MIPSCompileOp: Invalid instruction 67b8bee0
God of War: Chains of Olympus v1.8.0 2019-07-08 MIPSCompileOp: Invalid instruction 0000000e
God of War: Chains of Olympus v1.8.0 2019-07-08 MIPSCompileOp: Invalid instruction 429c528a
God of War: Chains of Olympus v1.8.0 2019-07-08 MIPSCompileOp: Invalid instruction 419a881b
God of War: Chains of Olympus v1.8.0 2019-07-08 MIPSCompileOp: Invalid instruction b3000000
God of War: Chains of Olympus v1.8.0 2019-07-08 MIPSCompileOp: Invalid instruction 41f1eebd