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Game title |
Version |
Latest Report |
Message |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-21 |
WriteToHardware: Invalid address 00000010 near PC 08bf6578 LR 08bf6314 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-21 |
ReadFromHardware: Invalid address 0000000c near PC 08bf6578 LR 08bf6314 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-20 |
Block transfer invalid: af4831d0/130 -> 932fbee0/330, 735x579x4 (725,706)->(728,2) |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-20 |
Imm vertex used clip value, flags=770000 |
God of War®: Ghost of Sparta |
v1.11.3 |
2025-04-19 |
Unknown GetPointer 00000000 PC 08af1e2c LR 08af1e2c |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-18 |
sceSasSetADSR(08c5e400, 2, 15, 93e30daf, 2e599ab0, 254da1dd, 2e599ab0): invalid value |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-18 |
sceSasSetADSR(08c5e400, 1, 15, 00ad9b50, ad44ede5, b5bab488, 0bb436b0): invalid value |
God of War®: Ghost of Sparta |
v1.11.3 |
2025-04-14 |
WriteToHardware: Invalid address 00000029 near PC 08a9621c LR 08a96390 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-09 |
WriteToHardware: Invalid address 00000029 near PC 08a79804 LR 08a796b8 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-07 |
WriteToHardware: Invalid address 0000004c near PC 08ae91ac LR 08ae91ac |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-06 |
sceSasSetADSR(08c5e400, 13, 15, 001bd407, 2548a3c6, 00057382, 9cab6e3d): invalid value |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-06 |
WriteToHardware: Invalid address 0000004c near PC 08ad6c40 LR 08ad6c6c |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-05 |
Branch in Jump delay slot at 08c100f4 in block starting at 08c10020 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-05 |
WriteToHardware: Invalid address 00000029 near PC 08a9b920 LR 08a9850c |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-04 |
Unexpected mpeg first timestamp: f4c3f8c153 / 1051259879763 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-02 |
Unexpected mpeg first timestamp: 3cd68dca656 / 4180762469974 |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
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 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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toL |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
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 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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3 |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3
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 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 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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_l |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01f34551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
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 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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
|
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
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 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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
|
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-27 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01b34051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01b34051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3
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 mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6ba0 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6bec in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Jump to invalid address: 077a5140 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6bcc in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6c20 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
MIPSCompileOp: Invalid instruction 00000b8e |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
MIPSCompileOp: Invalid instruction 00018781 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6be0 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
MIPSCompileOp: Invalid instruction 00018715 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6bf0 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6b40 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6b70 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6c10 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Jump to invalid address: 033b8240 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6bac in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6b10 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6b8c in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6b50 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6bd0 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Jump to invalid address: 0775ac40 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
Branch in Jump delay slot at 09dd6bb0 in block starting at 09dd6b10 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-25 |
WriteToHardware: Invalid address 0000004c near PC 089caf40 LR 088ad6ac |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-21 |
Error in shader compilation: info: 0:5: P0007: Extension directive must occur before any non-preprocessor tokens
0:18: L0002: No matching function for call to 'fwidth'
0:19: L0002: Undeclared variable 'boxSize'
0:20: L0002: Undeclared variable 'boxSize'
0:21: L0002: Undeclared variable 'txOffset'
postshader
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
#extension GL_OES_standard_derivatives : enable
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
varying vec2 v_position;
uniform vec2 u_texelDelta; // (1.0 / bufferWidth, 1.0 / bufferHeight)
uniform vec2 u_pixelDelta; // (1.0 / targetWidth, 1.0 / targetHeight)
// Returns pixel sharpened to nearest pixel boundary.
vec2 sharpSample(vec4 texSize, vec2 coord) {
vec2 boxSize = clamp(fwidth(coord) * texSize.zw, 1e-5, 1.0);
coord = coord * texSize.zw - 0.5 * boxSize;
vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(coord));
return (floor(coord) + 0.5 + txOffset) * texSize.xy;
}
void main() {
vec2 sharpPos = sharpSample(vec4(u_texelDelta, 1.0 / u_texelDelta), v_position);
vec4 color = texture2D(sampler0, sharpPos);
gl_FragColor = color;
}
|
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-17 |
WriteToHardware: Invalid address 00000029 near PC 0881410c LR 0889cdf4 |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-16 |
Branch in Jump delay slot at 09fff3d0 in block starting at 09fff3a4 |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-16 |
Jump to invalid address: 07ffd040 |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-16 |
Branch in Jump delay slot at 09fff3cc in block starting at 09fff3a4 |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-16 |
Jump to invalid address: 07ffd050 |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-16 |
Jump to invalid address: 07907b40 |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-16 |
Branch in Jump delay slot at 09fff3a4 in block starting at 09fff3a4 |
God of War®: Ghost of Sparta |
v1.17.1-334-g1786a4ddb |
2025-03-16 |
Jump to invalid address: 030e4fc0 |
God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-15 |
WriteToHardware: Invalid address 00000029 near PC 08812780 LR 08ab6c3c |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 02ecfaa0 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 0314c760 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10164 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 03040610 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10178 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 030405b0 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10188 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 03040580 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c1016c in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 0314c940 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10174 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 02ecfdf0 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 02ed0140 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10170 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10168 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c1017c in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 030405e0 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10180 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10184 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 02ed0490 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 0314c8a0 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c101b0 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c101e0 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 0314ce40 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10200 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 0314cd00 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 03146660 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c101d8 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 02ed2900 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 03040830 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c101f0 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c101a8 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 03040700 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 03040550 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10160 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 03040800 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 02ed1520 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 02ed1870 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c1021c in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c101a4 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c10158 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Branch in Jump delay slot at 08c101e8 in block starting at 08c10154 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 0314cb20 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 02ed2260 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 0314c6c0 |
God of War®: Ghost of Sparta |
v1.18.1-1024-gd5bd7d24aa |
2025-03-13 |
Jump to invalid address: 03040760 |