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 2020-05-27 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; 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 = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; 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: 01330000:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:0 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 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 highp vec3 v_texcoord; out highp 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; 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); 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 2020-05-27 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:01a00802 Tex LM Fog 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; uniform vec3 u_fogcolor; in highp float v_fogdepth; 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; 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: 01320000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:2 #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 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 highp vec3 v_texcoord; out highp 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 * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 2020-05-24 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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 = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; 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: 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; 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; 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; }
God of War: Chains of Olympus v1.9.4 2020-05-23 ReadFromHardware: Invalid address ffffffa0 near PC 08814f20 LR 08815118
God of War: Chains of Olympus v1.9.4 2020-05-23 WriteToHardware: Invalid address 000002c8 near PC 08814f20 LR 08815118
God of War: Chains of Olympus v1.9.4 2020-05-21 ReadFromHardware: Invalid address 00000028 near PC 089e7cf0 LR 089e8538
God of War: Chains of Olympus v1.9.4 2020-05-21 ReadFromHardware: Invalid address 175172ed near PC 08823c7c LR 089a41d0
God of War: Chains of Olympus v1.9.4 2020-05-21 Jump to invalid address: 031b1980
God of War: Chains of Olympus v1.9.4 2020-05-21 Branch in Jump delay slot at 08c6c5e4 in block starting at 08c6c520
God of War: Chains of Olympus v1.9.4 2020-05-21 Jump to invalid address: 02f60860
God of War: Chains of Olympus v1.9.4 2020-05-21 Jump to invalid address: 031b0dc0
God of War: Chains of Olympus v1.9.4 2020-05-21 Jump to invalid address: 031b1480
God of War: Chains of Olympus v1.8.0 2020-05-20 Unexpected mpeg first timestamp: 5fa8b1c04b6 / 6573633832118
God of War: Chains of Olympus v1.9.4 2020-05-24 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
God of War: Chains of Olympus v1.9.4 2020-05-20 Unknown GetPointer 00000000 PC 08a1b77c LR 08000030
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-18 __KernelStopThread: thread 319 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-18 __KernelStopThread: thread 890 does not exist
God of War: Chains of Olympus v1.9.3-816-g21edac401 2020-05-18 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768800
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-17 __KernelStopThread: thread 613 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-17 __KernelStopThread: thread 662 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-17 __KernelStopThread: thread 341 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-17 __KernelStopThread: thread 365 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-18 __KernelStopThread: thread 294 does not exist
God of War: Chains of Olympus v1.9.3-372-gbf7ed398a 2020-05-16 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
God of War: Chains of Olympus v1.9.3-372-gbf7ed398a 2020-05-16 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
God of War: Chains of Olympus v1.4-56-gb1a530b 2020-05-15 Wrong magic number 88613426
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-12 __KernelStopThread: thread 328 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-12 __KernelStopThread: thread 275 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-05-11 __KernelStopThread: thread 354 does not exist
God of War: Chains of Olympus v1.9.4 2020-05-11 WriteToHardware: Invalid address 00000074 near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.9.4 2020-05-26 Unknown GetPointer 003a2f44 PC 00000000 LR 00000000
God of War: Chains of Olympus v1.9.4 2020-05-26 R_MIPS_HI16: could not find R_MIPS_LO16
God of War: Chains of Olympus v1.9.4 2020-05-10 Unknown GE command : 34400000
God of War: Chains of Olympus v1.9.4 2020-05-07 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 r6p0-01rel1 [Revision 96995]. 01f34444:00000f1d 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 #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 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 = (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 - 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 = 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.9.4 2020-05-04 Unknown GE command : 11693261
God of War: Chains of Olympus v1.4-2-g648bc5d 2020-05-04 Wrong magic number 83db5f90
God of War: Chains of Olympus v1.4-2-g648bc5d 2020-05-04 Wrong magic number 83db5f70
God of War: Chains of Olympus v1.4-2-g648bc5d 2020-05-04 Wrong magic number 83db5f80
God of War: Chains of Olympus v1.9.4 2020-05-04 CALL to illegal address 04e43970 - ignoring! data=cad170
God of War: Chains of Olympus v1.4-56-gb1a530b 2020-05-04 Wrong magic number bc990698
God of War: Chains of Olympus v1.9.4 2020-05-02 Branch in RSRTComp delay slot at 09d99610 in block starting at 09d995fc
God of War: Chains of Olympus v1.4 2020-05-01 Unsupported Vertex Secondary Color Value : f9e56ebd
God of War: Chains of Olympus v1.4 2020-05-01 Unknown GE command : 35d71e54
God of War: Chains of Olympus v1.4 2020-05-01 Unsupported Vertex Texture Coordinate S : f320c023
God of War: Chains of Olympus v1.4 2020-05-01 Unsupported Vertex Color Value : f65b0034
God of War: Chains of Olympus v1.4 2020-05-01 Unsupported Vertex Screen Coordinate Y : f121ed22
God of War: Chains of Olympus v1.4 2020-05-01 Unsupported Vertex Screen Coordinate X : f022ed12
God of War: Chains of Olympus v1.4 2020-05-01 VTYPE with morph used: THRU=0 TC=0 COL=1 POS=2 NRM=1 WT=3 NW=8 IDX=3 MC=4
God of War: Chains of Olympus v1.4 2020-05-01 Unsupported Vertex Screen Coordinate Z : f230cf33
God of War: Chains of Olympus v1.4 2020-05-01 Unsupported Vertex Texture Coordinate T : f43ec042
God of War: Chains of Olympus v1.4 2020-05-01 ReadFromHardware: Invalid address 00003f94 near PC 08816178 LR 08815fd8
God of War: Chains of Olympus v1.4 2020-05-01 WriteToHardware: Invalid address 00003f94 near PC 08816178 LR 08815fd8
God of War: Chains of Olympus v1.9.4 2020-05-01 An uneaten prefix at end of block: 09d995f8
God of War: Chains of Olympus v1.9.4 2020-04-28 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen
God of War: Chains of Olympus v1.7.5 2020-04-27 Branch in JumpReg delay slot at 040d12a8 in block starting at 040d1000
God of War: Chains of Olympus v1.7.5 2020-04-27 MIPSCompileOp: Invalid instruction 4193a62a
God of War: Chains of Olympus v1.7.5 2020-04-27 MIPSCompileOp: Invalid instruction 41b1ff10
God of War: Chains of Olympus v1.7.5 2020-04-27 MIPSCompileOp: Invalid instruction 4068b8a0
God of War: Chains of Olympus v1.7.5 2020-04-27 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a7dd4c
God of War: Chains of Olympus v1.6.3-432-gfd6c3145d 2020-04-25 Error in shader program link: info: No vertex shader attached. fs: 00000000:0180d822 Tex TexAlpha LM 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying vec4 v_color0; varying vec3 v_color1; 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 = p * t + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 01010000:00000b19 HWX C T N LM Tex Light: MatUp:1 #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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump 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 v1.9.3-80-g73bf6098e 2020-04-24 __KernelStopThread: thread 373 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-04-23 __KernelStopThread: thread 357 does not exist
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-04-23 __KernelStopThread: thread 445 does not exist
God of War: Chains of Olympus v1.9.4 2020-04-24 Unknown GE command : 345949af
God of War: Chains of Olympus v1.6.3-432-gfd6c3145d 2020-04-22 Error in shader program link: info: (unknown reason) fs: 00000000:00200000 Fog #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000104 HWX Fog #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War: Chains of Olympus v1.9.4 2020-04-22 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 r5p0-01rel0 [Revision 96995]. 01f34444:00000b1d 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 #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 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 = (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 - 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 = 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.4.2 2020-04-22 Wrong magic number 8aecde80
God of War: Chains of Olympus v1.9.4 2020-04-22 Jump to invalid address: 02b248c0
God of War: Chains of Olympus v1.9.4 2020-04-22 Jump to invalid address: 02cc05c0
God of War: Chains of Olympus v1.9.4 2020-04-22 Jump to invalid address: 02cc0500
God of War: Chains of Olympus v1.9.4 2020-04-22 Jump to invalid address: 02d987c0
God of War: Chains of Olympus v1.9.3-80-g73bf6098e 2020-04-21 __KernelStopThread: thread 355 does not exist
God of War: Chains of Olympus v1.4.2 2020-04-19 Wrong magic number 93ee3900
God of War: Chains of Olympus v1.4.2 2020-04-18 Wrong magic number 885af4c0
God of War: Chains of Olympus v1.4-2-g648bc5d 2020-04-18 Wrong magic number 8c440180
God of War: Chains of Olympus v1.9.3-679-g3f6887a37 2020-04-17 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
God of War: Chains of Olympus v1.9.3-679-g3f6887a37 2020-04-17 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
God of War: Chains of Olympus v1.9.3-679-g3f6887a37 2020-04-17 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
God of War: Chains of Olympus v1.9.3-679-g3f6887a37 2020-04-17 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
God of War: Chains of Olympus v1.9.3-679-g3f6887a37 2020-04-17 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
God of War: Chains of Olympus v1.9.3-679-g3f6887a37 2020-04-17 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
God of War: Chains of Olympus v1.9.3-679-g3f6887a37 2020-04-17 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
God of War: Chains of Olympus v1.4-2-g648bc5d 2020-04-17 Wrong magic number 12441628
God of War: Chains of Olympus v1.9.4 2020-04-16 CALL to illegal address 0000026c - ignoring! data=00006f
God of War: Chains of Olympus v1.9.4 2020-04-15 MIPSCompileOp: Invalid instruction 00008079
God of War: Chains of Olympus v1.9.4 2020-04-15 MIPSCompileOp: Invalid instruction 0000807a
God of War: Chains of Olympus v1.9.4 2020-04-15 MIPSCompileOp: Invalid instruction 00008078
God of War: Chains of Olympus v1.9.4 2020-04-15 MIPSCompileOp: Invalid instruction 40e60000
God of War: Chains of Olympus v1.9.4 2020-04-15 MIPSCompileOp: Invalid instruction 00008077
God of War: Chains of Olympus v1.9.4 2020-04-15 Jump to invalid address: 061bfda0
God of War: Chains of Olympus v1.9.4 2020-04-15 MIPSCompileOp: Invalid instruction 40355f2e
God of War: Chains of Olympus v1.9.3 2020-04-13 MIPSCompileOp: Invalid instruction 42dec4c4
God of War: Chains of Olympus v1.9.3 2020-04-13 MIPSCompileOp: Invalid instruction 44ef4023
God of War: Chains of Olympus v1.9.3 2020-04-13 Jump to invalid address: 07ac04c0 PC 08400350 LR 084001e0
God of War: Chains of Olympus v1.9.3 2020-04-13 MIPSCompileOp: Invalid instruction 42fc05c7
God of War: Chains of Olympus v1.9.3 2020-04-13 Jump to invalid address: 04f2e200 PC 084002e0 LR 084001e0
God of War: Chains of Olympus v1.9.3 2020-04-13 Jump to invalid address: 0779db40 PC 084003b4 LR 084001e0
God of War: Chains of Olympus v1.9.3 2020-04-13 Jump to invalid address: 060e22c0 PC 08400380 LR 084001e0
God of War: Chains of Olympus v1.9.3 2020-04-13 Jump to invalid address: 079f5000 PC 084003b0 LR 084001e0
God of War: Chains of Olympus v1.9.3 2020-04-13 Jump to invalid address: 06160b00 PC 08400360 LR 084001e0