Recent logs - God of War®: Ghost of Sparta

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Game title Version Latest Report Message
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101bc in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101b4 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1018c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1016c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101b0 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101a0 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101ac in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101b8 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10190 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10130 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10188 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101a8 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10184 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10180 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10144 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101c8 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1017c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101c0 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10198 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10174 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10124 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10158 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10154 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10140 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10128 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101a4 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10160 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10168 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10104 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1012c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10164 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10178 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10114 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10110 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1013c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1014c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10148 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10138 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10120 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1011c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1019c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c101c4 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10194 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10118 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10170 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10134 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10108 in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1015c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c1010c in block starting at 08c10030
God of War®: Ghost of Sparta v1.19.3-787-g5aa0856280 2025-12-15 Branch in Jump delay slot at 08c10150 in block starting at 08c10030
God of War®: Ghost of Sparta v1.18.1 2025-12-05 Branch in Jump delay slot at 08c100d4 in block starting at 08c100bc
God of War®: Ghost of Sparta v1.18.1 2025-12-05 Branch in Jump delay slot at 08c100bc in block starting at 08c100bc
God of War®: Ghost of Sparta v1.18.1 2025-12-05 Branch in Jump delay slot at 08c100d0 in block starting at 08c100bc
God of War®: Ghost of Sparta v1.18.1 2025-12-05 Branch in Jump delay slot at 08c100c4 in block starting at 08c100bc
God of War®: Ghost of Sparta v1.18.1 2025-12-05 Branch in Jump delay slot at 08c100c0 in block starting at 08c100bc
God of War®: Ghost of Sparta v1.18.1 2025-12-05 Branch in Jump delay slot at 08c1013c in block starting at 08c100bc
God of War®: Ghost of Sparta v1.10.3 2025-11-28 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]. 07f34155:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum
God of War®: Ghost of Sparta v1.10.3 2025-11-26 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 r5p0-01rel0 [Revision 96995]. 07f34004:41800b1d HWX C T N LM Fog Tex Bones:7 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 vec3 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 mat4 u_bone6; 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 + w2.z * u_bone6; 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 = 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * 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®: Ghost of Sparta v1.10.3 2025-11-25 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 r5p0-01rel0 [Revision 96995]. 07f34044:41800b1d HWX C T N LM Fog Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 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 vec3 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 mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_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 + w2.z * u_bone6; 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 = 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * 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 || proj
God of War®: Ghost of Sparta v1.11.3 2025-11-23 Unexpected mpeg first timestamp: 2f0a0bb0000 / 3232512016384
God of War®: Ghost of Sparta v1.11.3 2025-11-23 sceGeBreak(mode=1, unknown=09ffd550): unknown ptr (valid)
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101b4 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1013c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10258 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10238 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10220 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10234 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10178 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10244 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1024c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1022c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10250 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10200 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10228 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1017c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10144 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10184 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10160 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101bc in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101a0 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10208 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101ec in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10214 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101c0 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10140 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1020c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10218 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101a4 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10190 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10254 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101e0 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101f4 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1021c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10224 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101f0 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10180 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10204 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101b8 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10240 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101d8 in block starting at 08c100cc