Recent logs - God of War: Chains of Olympus

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.11.3 2021-07-27 Branch in Jump delay slot at 089a226c in block starting at 089a2260
God of War: Chains of Olympus v1.11.3 2021-07-27 Unknown GetPointer 00000000 PC 089a22b4 LR 089a22c8
God of War: Chains of Olympus v1.11.3 2021-07-26 Unknown GetPointer 00000000 PC 08807578 LR 08809cc0
God of War: Chains of Olympus v1.11.3 2021-07-26 sceIoAssign(pfat0:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0)
God of War: Chains of Olympus v1.11.3 2021-07-26 sceIoUnassign(pfat0:)
God of War: Chains of Olympus v1.11.3 2021-07-26 80630011=sceAtracSetDataAndGetID(099ddc80, 00000000): buffer too small
God of War: Chains of Olympus v1.11.3 2021-07-26 __KernelStopThread: thread 280 does not exist
God of War: Chains of Olympus v1.11.3 2021-07-26 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 r10p0-00rel0 [Revision 96995]. 01f34444:00000b3d HWX C T N LM Fog Tex 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 // 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 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 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = 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) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.11.3 2021-07-22 Unknown GetPointer 2c21001f PC 08a79040 LR 08a79040
God of War: Chains of Olympus v1.6.3 2021-07-22 Error in shader program link: info: No vertex shader attached. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; 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 = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01730044:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:3 #version 100 precision highp float; 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * 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 v1.11.3 2021-07-21 Unknown GetPointer 00000000 PC 08227200 LR 083fddc0
God of War: Chains of Olympus v1.11.3 2021-07-21 Immediate draw: Unexpected primitive 7 at count 6
God of War: Chains of Olympus v1.11.3 2021-07-21 Bad bounding box data: 165f74
God of War: Chains of Olympus v1.11.3 2021-07-21 Unknown GE command : 4f0e66d5
God of War: Chains of Olympus v1.11.3 2021-07-21 sceKernelLoadModule: unsupported options size=00000014, flags=08be9e40, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.11.3 2021-07-20 Jump to invalid address: 0563bf00
God of War: Chains of Olympus v1.11.3 2021-07-19 MIPSCompileOp: Invalid instruction 0000567b
God of War: Chains of Olympus v1.11.3 2021-07-19 An uneaten prefix at end of block: 08ac3ba4
God of War: Chains of Olympus v1.11.3 2021-07-19 __KernelStopThread: thread 935 does not exist
God of War: Chains of Olympus v1.11.3 2021-07-18 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
God of War: Chains of Olympus v1.11.3 2021-07-15 Unknown GetPointer 00000000 PC 08932444 LR 08932444
God of War: Chains of Olympus v1.11.3 2021-07-14 Unknown GetPointer 00000000 PC 0884616c LR 0884616c
God of War: Chains of Olympus v1.11.3 2021-07-14 Unknown GE command : 5a02278f
God of War: Chains of Olympus v1.11.3 2021-07-14 Failed to reschedule: out of threads on queue (4, 4)
God of War: Chains of Olympus v1.11.3 2021-07-14 An uneaten prefix at end of block: 08000100
God of War: Chains of Olympus v1.11.3 2021-07-14 MIPSCompileOp: Invalid instruction 00003fbf
God of War: Chains of Olympus v1.11.3 2021-07-14 MIPSCompileOp: Invalid instruction 00003f3f
God of War: Chains of Olympus v1.11.3 2021-07-14 MIPSCompileOp: Invalid instruction 7b433e00
God of War: Chains of Olympus v1.11.3 2021-07-13 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 r6p2-01rel0 [Revision 96995]. 01f34444:00000b3d HWX C T N LM Fog Tex 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 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = 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) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 00332e29
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 00312d28
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 00302a29
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 002f2c29
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 0023201e
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 001c1a14
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 0026231e
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 0027251f
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 0028261f
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 00332e28
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 00342f29
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 00443e35
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 00464137
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 00484238
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 0049433a
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 004a443b
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 004c443b
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 004d453c
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 004f463d
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 004d493d
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 004f4a3e
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 004f483c
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 0050493d
God of War: Chains of Olympus v1.11.3 2021-07-12 MIPSCompileOp: Invalid instruction 00514a3e
God of War: Chains of Olympus v1.11.3 2021-07-12 Unknown GetPointer 00000000 PC 4a7e1020 LR 089fda74
God of War: Chains of Olympus v1.11.3 2021-07-10 ReadFromHardware: Invalid address f8d04478 near PC f8d04478 LR 089fda74
God of War: Chains of Olympus v1.11.3 2021-07-09 FBO created from existing depthbuffer as color, 04088000/00000000 and 04154000/04088000
God of War: Chains of Olympus v1.11.3 2021-07-09 FBO created from existing depthbuffer as color, 04088000/00000000 and 041dc000/04088000
God of War: Chains of Olympus v1.11.3 2021-07-09 Unknown GetPointer 00000000 PC 951c5020 LR 089fda74
God of War: Chains of Olympus v1.11.3 2021-07-08 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
God of War: Chains of Olympus v1.11.3 2021-07-08 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0404c000 offset: 0 (128x128 stride 512, 8888)
God of War: Chains of Olympus v1.11.3 2021-07-05 MIPSCompileOp: Invalid instruction 4321c50e
God of War: Chains of Olympus v1.11.3 2021-07-05 Branch in Jump delay slot at 084001f0 in block starting at 084001e8
God of War: Chains of Olympus v1.11.3 2021-07-05 Jump to invalid address: 03c04600
God of War: Chains of Olympus v1.11.3 2021-07-05 MIPSCompileOp: Invalid instruction 433b0856
God of War: Chains of Olympus v1.11.3 2021-07-02 sceGeBreak(mode=0, unknown=09fff520): unknown ptr (valid)
God of War: Chains of Olympus v1.11.3 2021-07-01 Unknown GetPointer 00000000 PC 08aa7fbc LR 08a7b5c0
God of War: Chains of Olympus v1.10.3 2021-06-30 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=1, text=1
God of War: Chains of Olympus v1.11.2 2021-06-30 Unknown GetPointer 00000000 PC 088151a0 LR 08815188
God of War: Chains of Olympus v1.11.3 2021-06-30 Failed decrypting the PRX (ret = -1, size = 4422233, psp_size = 4422576)!
God of War: Chains of Olympus v1.11.3 2021-06-27 Unknown GetPointer 00000000 PC 0892bde8 LR 08000030
God of War: Chains of Olympus v1.11.3 2021-07-26 Unknown GetPointer 00000000 PC 089a2324 LR 089a2324
God of War: Chains of Olympus v1.11.3 2021-06-22 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 07f24444:40c00b3d HWX C T N LM Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:2 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 vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = 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 = 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 * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - 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 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogco
God of War: Chains of Olympus v1.11.3 2021-06-22 FBO using existing buffer as depthbuffer, 04000000/04110000 and 04110000/00000000
God of War: Chains of Olympus v1.11.3 2021-06-22 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/00000000
God of War: Chains of Olympus v1.10.3 2021-06-21 Unknown GetPointer 00000000 PC 08a05788 LR 08a05788
God of War: Chains of Olympus v1.11.3 2021-06-21 MIPSCompileOp: Invalid instruction 00008b75
God of War: Chains of Olympus v1.11.3 2021-06-20 Game install with no files / data
God of War: Chains of Olympus v1.11.3 2021-06-19 Unknown GetPointer 00000000 PC 08815f0c LR 08000020
God of War: Chains of Olympus v1.11.3 2021-06-19 Jump to invalid address: 020c09a0
God of War: Chains of Olympus v1.11.3 2021-06-19 Jump to invalid address: 02e28a90
God of War: Chains of Olympus v1.11.3 2021-06-19 MIPSCompileOp: Invalid instruction 45525453
God of War: Chains of Olympus v1.11.3 2021-06-19 MIPSCompileOp: Invalid instruction 72635320
God of War: Chains of Olympus v1.11.3 2021-06-19 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]. 01f34444:00000f3d HWX C T N LM Fog RevN Tex 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 // 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 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 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = 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) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
God of War: Chains of Olympus v1.11.3 2021-06-18 MIPSCompileOp: Invalid instruction 4046edb8
God of War: Chains of Olympus v1.11.3 2021-06-18 MIPSCompileOp: Invalid instruction 40b8a4a0
God of War: Chains of Olympus v1.11.3 2021-06-18 MIPSCompileOp: Invalid instruction 41a74160
God of War: Chains of Olympus v1.11.3 2021-06-18 MIPSCompileOp: Invalid instruction 41829416
God of War: Chains of Olympus v1.11.3 2021-06-17 Unknown GetPointer 00000000 PC 00000018 LR 089a16f8
God of War: Chains of Olympus v1.11.3 2021-06-15 ReadFromHardware: Invalid address 0000c29f near PC 089b7194 LR 089b75cc
God of War: Chains of Olympus v1.11.3 2021-06-15 ReadFromHardware: Invalid address 00000010 near PC 08aa39b0 LR 08aa3924
God of War: Chains of Olympus v1.11.3 2021-06-15 WriteToHardware: Invalid address 1235c94c near PC 089a1918 LR 089a1fe0
God of War: Chains of Olympus v1.11.3 2021-06-15 ReadFromHardware: Invalid address 717c25e0 near PC 089a22a8 LR 089a2324
God of War: Chains of Olympus v1.11.3 2021-06-13 sceKernelLoadModule: unsupported options size=00000014, flags=08bf68e0, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.11.3 2021-06-13 Unknown GetPointer 00000000 PC e8bae020 LR 089fda74
God of War: Chains of Olympus v1.11.3 2021-06-12 Unknown GetPointer 00000000 PC 58ee6020 LR 089fda74
God of War: Chains of Olympus v1.11.3 2021-06-12 Unimplemented HLE function sceKernelStopUnloadSelfModule
God of War: Chains of Olympus v1.11.3 2021-06-11 Branch in Jump delay slot at 08e20fb0 in block starting at 08e20580
God of War: Chains of Olympus v1.11.3 2021-06-11 Jump to invalid address: 02a026a0
God of War: Chains of Olympus v1.11.3 2021-06-11 Jump to invalid address: 0567dc60
God of War: Chains of Olympus v1.11.3 2021-06-11 Branch in Jump delay slot at 08e20fa0 in block starting at 08e20580