Recent logs - God of War®: Ghost of Sparta

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Game title Version Latest Report Message
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-04-03 __KernelStopThread: thread 500 does not exist
God of War®: Ghost of Sparta v1.9.4 2020-04-03 WriteToHardware: Invalid address 00000029 near PC 08a79bbc LR 08a79bbc
God of War®: Ghost of Sparta v1.9.4 2020-04-03 ReadFromHardware: Invalid address 0a23768c near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.9.4 2020-04-03 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]. 01f34144:00010b59 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 mediump mat4 u_texmtx; 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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); 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); 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); 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_lightspecular2 * u_matspecular.rgb * ldot ; } 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 = clamp(lightSum1, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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 v1.9.3 2020-04-01 ReadFromHardware: Invalid address 0a40893c near PC 08acdf0c LR 08acdf0c
God of War®: Ghost of Sparta v1.9.3 2020-04-01 WriteToHardware: Invalid address 0a408990 near PC 0887507c LR 08875090
God of War®: Ghost of Sparta v1.9.3 2020-04-01 ReadFromHardware: Invalid address 0a40899c near PC 0887507c LR 08875090
God of War®: Ghost of Sparta v1.9.3 2020-04-01 WriteToHardware: Invalid address 0a40899c near PC 0887507c LR 08875090
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-04-01 __KernelStopThread: thread 334 does not exist
God of War®: Ghost of Sparta v1.4.2 2020-03-31 WriteToHardware: Invalid address 00000018 near PC 08ac473c LR 08ac473c
God of War®: Ghost of Sparta v1.9.4 2020-03-30 WriteToHardware: Invalid address 0000004c near PC 08a60658 LR 08a5fa68
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-03-30 __KernelStopThread: thread 459 does not exist
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-03-30 __KernelStopThread: thread 466 does not exist
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-03-30 __KernelStopThread: thread 489 does not exist
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-03-30 __KernelStopThread: thread 291 does not exist
God of War®: Ghost of Sparta v1.9.4 2020-03-30 Unknown GetPointer 3f1cb388 PC 089a4ae4 LR 089a4ae4
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-03-29 __KernelStopThread: thread 486 does not exist
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-03-29 __KernelStopThread: thread 313 does not exist
God of War®: Ghost of Sparta v1.9.4 2020-03-29 Unknown GE command : 59def752
God of War®: Ghost of Sparta v1.9.4 2020-03-29 BJUMP to illegal address 0a62c29c - ignoring! data=fdd99c
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-03-29 __KernelStopThread: thread 378 does not exist
God of War®: Ghost of Sparta v1.9.4 2020-03-29 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/04110000
God of War®: Ghost of Sparta v1.9.4 2020-03-29 Render to texture with different strides 256 != 64
God of War®: Ghost of Sparta v1.9.4 2020-03-29 Unknown syscall in known module 'sceAudio': 0x20628e6f
God of War®: Ghost of Sparta v1.9.4 2020-03-29 Unknown syscall in known module 'sceAudio': 0x46ebb729
God of War®: Ghost of Sparta v1.9.4 2020-03-29 Unknown syscall in known module 'ThreadManForUser': 0x71ec4271
God of War®: Ghost of Sparta v1.9.4 2020-03-29 Unknown syscall in known module 'IoFileMgrForUser': 0x05572a5f
God of War®: Ghost of Sparta v1.9.4 2020-03-28 WriteToHardware: Invalid address 00000029 near PC 08a9969c LR 08a9969c
God of War®: Ghost of Sparta v1.9.4 2020-03-28 WriteToHardware: Invalid address 00000029 near PC 088a6854 LR 088a69a4
God of War®: Ghost of Sparta v1.9.4 2020-03-27 WriteToHardware: Invalid address 0000004c near PC 08ad0684 LR 08ad0660
God of War®: Ghost of Sparta v1.9.4 2020-03-27 WriteToHardware: Invalid address 0000004c near PC 08a80530 LR 08a80d70
God of War®: Ghost of Sparta v1.9.4 2020-03-27 80631003=sceAtracSetAA3DataAndGetID(08c5f6c0, 0001e000, 00256528, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (0040001d) P: s8 C: 8888 T: u8 (size: 12)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00200014) P: s8 C: 5551 (size: 6)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00920012) P: s8 C: 565 T: u16 Morph: 5 (through) (size: 50)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00000015) P: s8 C: 5551 T: u8 (size: 8)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (0000000e) P: s8 C: ? T: u16 (size: 4)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00200020) P: s8 N: s8 (size: 6)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00400006) P: s8 C: ? T: u16 (size: 4)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00200011) P: s8 C: 565 T: u8 (size: 8)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (0040007c) P: s8 N: f C: 8888 (size: 20)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00400041) P: s8 N: s16 T: u8 (size: 12)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00450012) P: s8 C: 565 T: u16 Morph: 2 (size: 20)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00600019) P: s8 C: 4444 T: u8 (size: 8)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00600024) P: s8 N: s8 C: ? (size: 6)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00000034) P: s8 N: s8 C: 5551 (size: 8)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Vertices without position found: (00200006) P: s8 C: ? T: u16 (size: 4)
God of War®: Ghost of Sparta v1.9.4 2020-03-27 Using S8 positions in throughmode
God of War®: Ghost of Sparta v1.9.4 2020-03-26 ReadFromHardware: Invalid address 010000ff near PC 010000ff LR 08b85524
God of War®: Ghost of Sparta v1.9.4 2020-03-26 ReadFromHardware: Invalid address 98be9d85 near PC 98be9d85 LR 08bd69b8
God of War®: Ghost of Sparta v1.9.4 2020-03-26 WriteToHardware: Invalid address 00000029 near PC 08a9a1bc LR 08a9a6a0
God of War®: Ghost of Sparta v1.9.4 2020-03-31 Could not setup streams, unexpected stream count: 13414
God of War®: Ghost of Sparta v1.9.4 2020-03-31 Unexpected mpeg first timestamp: d59a080000 / 917412249600
God of War®: Ghost of Sparta v1.9.4 2020-03-31 Unknown GetPointer 00000000 PC 089e3840 LR 089e3840
God of War®: Ghost of Sparta v1.9.4 2020-03-31 80020001=sceKernelCreateSema(): invalid name
God of War®: Ghost of Sparta v1.9.4 2020-03-31 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
God of War®: Ghost of Sparta v1.9.4 2020-03-25 Unknown GetPointer 3e3358ec PC 089a4ae4 LR 089a4ae4
God of War®: Ghost of Sparta v1.9.4 2020-03-25 ReadFromHardware: Invalid address 3e3358ec near PC 08823c7c LR 089a41d0
God of War®: Ghost of Sparta v1.9.4 2020-03-25 ReadFromHardware: Invalid address 00000028 near PC 089e7cf0 LR 089e8538
God of War®: Ghost of Sparta v1.9.4 2020-03-24 WriteToHardware: Invalid address 00000029 near PC 08ab456c LR 08ab470c
God of War®: Ghost of Sparta v1.9.3-80-g73bf6098e 2020-03-24 __KernelStopThread: thread 314 does not exist
God of War®: Ghost of Sparta v1.9.4 2020-03-26 sceKernelLoadModule: unsupported options size=00000014, flags=09fbe998, pos=0, access=1, data=2, text=2
God of War®: Ghost of Sparta v1.9.3 2020-03-24 DrawActiveTexture() failed: 80004005
God of War®: Ghost of Sparta v1.9.4 2020-03-23 WriteToHardware: Invalid address 00000029 near PC 0881cda8 LR 08a79ffc
God of War®: Ghost of Sparta v1.9.4 2020-03-23 Unexpected mpeg first timestamp: fe48373b30d / 17474132357901
God of War®: Ghost of Sparta v1.9.4 2020-03-23 WriteToHardware: Invalid address 00000029 near PC 08a86e94 LR 08a86da0
God of War®: Ghost of Sparta v1.6.3-492-g9fddfff66 2020-03-23 Bad bounding box data: 2b303a
God of War®: Ghost of Sparta v1.6.3-492-g9fddfff66 2020-03-23 Unknown GE command : b6d80000
God of War®: Ghost of Sparta v1.8.0 2020-03-22 MIPSCompileOp: Invalid instruction 00002cc1
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 01b7cc40
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 01b7c7c0
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 01b7c740
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 01b7cac0
God of War®: Ghost of Sparta v1.8.0 2020-03-22 MIPSCompileOp: Invalid instruction 00120dc1
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 032744c0
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 01b7c9c0
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 01b7c8c0
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 01b7c240
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 01b7c440
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 01b7c540
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 030e3680
God of War®: Ghost of Sparta v1.8.0 2020-03-22 Jump to invalid address: 030aca20
God of War®: Ghost of Sparta v1.9.4 2020-03-22 Jump to invalid address: 05948a00
God of War®: Ghost of Sparta v1.6.3-492-g9fddfff66 2020-03-22 Error in shader compilation: info: (unknown reason) 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; }
God of War®: Ghost of Sparta v1.6.3-492-g9fddfff66 2020-03-22 Error in shader compilation: info: (unknown reason) 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; }
God of War®: Ghost of Sparta v1.6.3-492-g9fddfff66 2020-03-22 Error in shader compilation: info: (unknown reason) 00000000:00400b8e Tex TexProj LM TClampST TFuncRepl #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec2 fixedcoord = vec2(clamp((v_texcoord.x / v_texcoord.z), u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a) + s; fragColor0 = v; }
God of War®: Ghost of Sparta v1.9.4 2020-03-23 ReadFromHardware: Invalid address 68267dd0 near PC 68267dd0 LR 68267dd0
God of War®: Ghost of Sparta v1.9.4 2020-03-23 Branch in Jump delay slot at 08a3191c in block starting at 08a31910
God of War®: Ghost of Sparta v1.9.4 2020-03-22 Unexpected mpeg first timestamp: 51200002014 / 5574867558420
God of War®: Ghost of Sparta v1.9.4 2020-03-22 WriteToHardware: Invalid address 0000004c near PC 088b6ef4 LR 088b6ef4
God of War®: Ghost of Sparta v1.9.2 2020-03-22 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 r7p0-00rel0 [Revision 96995]. 07f34444:41400b1d HWX C T N LM Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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 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 + 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 = 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 && proj
God of War®: Ghost of Sparta v1.9.2 2020-03-22 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 r7p0-00rel0 [Revision 96995]. 07f34444:41000b1d HWX C T N LM Fog Tex Bones:5 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 WScale 3 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float 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 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 = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; 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 - 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 (pr
God of War®: Ghost of Sparta v1.9.2 2020-03-22 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 r7p0-00rel0 [Revision 96995]. 01f34511:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; 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() { 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); lowp vec3 lightSum1 = vec3(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); 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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); 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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 = clamp(lightSum1, 0.0, 1.0); v_texcoord
God of War®: Ghost of Sparta v1.9.4 2020-03-22 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 r4p0-00rel0 [Revision 96995]. 07f34551:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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 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 mediump vec3 u_lightatt2; 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * color0.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); 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 - 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); 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_lightspecular2 * u_
God of War®: Ghost of Sparta v1.9.4 2020-03-24 ReadFromHardware: Invalid address 51200064 near PC 088e511c LR 088e38dc
God of War®: Ghost of Sparta v1.9.4 2020-03-24 ReadFromHardware: Invalid address ebbf1280 near PC 08a75074 LR 08a750f0
God of War®: Ghost of Sparta v1.9.4 2020-03-22 ReadFromHardware: Invalid address 119ea3c8 near PC 08abbb58 LR 08abbb0c
God of War®: Ghost of Sparta v1.9.4 2020-03-21 Unexpected mpeg first timestamp: f5dd2581544 / 16895635363140
God of War®: Ghost of Sparta v1.4-2-g648bc5d 2020-03-25 Loading module sceVideocodec_Driver with version 0103, devkit 00000000
God of War®: Ghost of Sparta v1.4-2-g648bc5d 2020-03-25 Loading module sceMpeg_library with version 0104, devkit 00000000