Recent logs - God of War®: Ghost of Sparta

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Game title Version Latest Report Message
God of War®: Ghost of Sparta v1.7.5 2019-09-20 MIPSCompileOp: Invalid instruction 00333039
God of War®: Ghost of Sparta v1.7.5 2019-09-20 MIPSCompileOp: Invalid instruction 0039363d
God of War®: Ghost of Sparta v1.7.5 2019-09-20 MIPSCompileOp: Invalid instruction 0034313a
God of War®: Ghost of Sparta v1.7.5 2019-09-20 MIPSCompileOp: Invalid instruction 0032303c
God of War®: Ghost of Sparta v1.7.5 2019-09-20 MIPSCompileOp: Invalid instruction 0033323d
God of War®: Ghost of Sparta v1.7.5 2019-09-20 MIPSCompileOp: Invalid instruction 0033343f
God of War®: Ghost of Sparta v1.7.5 2019-09-20 MIPSCompileOp: Invalid instruction 00525055
God of War®: Ghost of Sparta v1.7.5 2019-09-20 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08b4f21c
God of War®: Ghost of Sparta v1.8.0 2019-09-18 WriteToHardware: Invalid address 00000029 near PC 0880cf14 LR 0880cf9c
God of War®: Ghost of Sparta v1.8.0 2019-09-17 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
God of War®: Ghost of Sparta v1.8.0 2019-09-17 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
God of War®: Ghost of Sparta v1.6.3 2019-09-17 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_ARM_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 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 = 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: 01f34054:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:1 t:1 2: 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 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 lowp vec3 u_lightspecular1; 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; 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); 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); 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 = 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; }
God of War®: Ghost of Sparta v1.6.3 2019-09-17 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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 = 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 = v; } vs: 01730001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: 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 lowp vec3 u_lightspecular0; 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 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); lowp vec3 lightSum1 = vec3(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; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); 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_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = 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; }
God of War®: Ghost of Sparta v1.6.3 2019-09-17 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00a1d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; if (v.a < 0.002) 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 = v; } vs: 01730001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: 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 lowp vec3 u_lightspecular0; 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 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); lowp vec3 lightSum1 = vec3(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; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); 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_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = 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; }
God of War®: Ghost of Sparta v1.6.3 2019-09-17 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00400f8e Tex TexProj TexOffs LM TClampST TFuncRepl #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; 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) + u_texclampoff.x), (clamp((v_texcoord.y / v_texcoord.z), u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a) + s; fragColor0 = v; } vs: 01f34544:00010b59 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 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 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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); 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; 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 = clamp(lightSum1, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.
God of War®: Ghost of Sparta v1.8.0 2019-09-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
God of War®: Ghost of Sparta v1.8.0 2019-09-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
God of War®: Ghost of Sparta v1.8.0 2019-09-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000140, pos=0, access=1, data=2, text=2
God of War®: Ghost of Sparta v1.8.0 2019-09-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
God of War®: Ghost of Sparta v1.8.0 2019-09-16 BJUMP to illegal address 03192dd8 - ignoring! data=00002a
God of War®: Ghost of Sparta v1.8.0 2019-09-16 Unknown GE command : eff1f0f1
God of War®: Ghost of Sparta v1.8.0 2019-09-14 WriteToHardware: Invalid address 0000004c near PC 0884d6f0 LR 0884d6d8
God of War®: Ghost of Sparta v1.8.0 2019-09-13 WriteToHardware: Invalid address 00000029 near PC 08a90208 LR 08a9067c
God of War®: Ghost of Sparta v1.8.0 2019-09-13 WriteToHardware: Invalid address 0000004c near PC 08ac143c LR 08be4ba8
God of War®: Ghost of Sparta v1.8.0 2019-09-12 80631003=sceAtracSetAA3DataAndGetID(08c5f6c0, 0001e000, 0093c4d4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War®: Ghost of Sparta v1.8.0 2019-09-11 ReadFromHardware: Invalid address 51200004 near PC 51200004 LR 08a75c24
God of War®: Ghost of Sparta v1.8.0 2019-09-12 80631003=sceAtracSetAA3DataAndGetID(08c5f6c0, 0001e000, 000eb788, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War®: Ghost of Sparta v1.8.0 2019-09-11 80631003=sceAtracSetAA3DataAndGetID(08c5f6c0, 0001e000, 0022fa18, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War®: Ghost of Sparta v1.8.0 2019-09-12 80631003=sceAtracSetAA3DataAndGetID(08c5f6c0, 0001e000, 003cbd68, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War®: Ghost of Sparta v1.6.3 2019-09-10 WriteToHardware: Invalid address 00000029 near PC 08ab46b4 LR 08ab47d4
God of War®: Ghost of Sparta v1.8.0 2019-09-08 WriteToHardware: Invalid address 0000004c near PC 08a9b920 LR 08a9824c
God of War®: Ghost of Sparta v1.8.0 2019-09-08 Texture with unexpected bufw (full=64236)
God of War®: Ghost of Sparta v1.8.0 2019-09-07 80631004=sceAtracSetAA3DataAndGetID(08b70ec0, 00000000, 00000000, 09fbba6c[ffffffff]): buffer too small
God of War®: Ghost of Sparta v1.8.0 2019-09-07 WriteToHardware: Invalid address 00000029 near PC 08a603b8 LR 08a5fa14
God of War®: Ghost of Sparta v1.8.0 2019-09-14 GE Interrupt: newState might be 7
God of War®: Ghost of Sparta v1.8.0 2019-09-14 GE Interrupt: newState might be 6
God of War®: Ghost of Sparta v1.8.0 2019-09-14 GE Interrupt: newState might be 5
God of War®: Ghost of Sparta v1.8.0 2019-09-14 GE Interrupt: newState might be 4
God of War®: Ghost of Sparta v1.8.0 2019-09-14 GE Interrupt: newState might be 3
God of War®: Ghost of Sparta v1.8.0 2019-09-14 GE Interrupt: newState might be 1
God of War®: Ghost of Sparta v1.8.0 2019-09-14 GE Interrupt: newState might be 0
God of War®: Ghost of Sparta v1.8.0 2019-09-14 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
God of War®: Ghost of Sparta v1.8.0 2019-09-14 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
God of War®: Ghost of Sparta v1.8.0 2019-09-05 CALL to illegal address 0ecca9f4 - ignoring! data=0000f4
God of War®: Ghost of Sparta v1.8.0 2019-09-05 Error in shader compilation: info: ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:351: '=' : cannot convert from 'const int' to '3-component vector of float' ERROR: 0:372: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:372: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:372: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:372: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:381: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:381: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:381: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:381: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:384: 'mul' : no matching overloaded function found ERROR: 0:384: 'mul' : no matching overloaded function found ERROR: 0:386: '-' : wrong operand types no operation '-' exists that takes a left-hand operand of type 'const float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 18 compilation errors. No code generated. 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 h
God of War®: Ghost of Sparta v1.8.0 2019-09-04 WriteToHardware: Invalid address 0000004c near PC 08a79ee8 LR 08a79ee8
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071da280
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071d9940
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071db600
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071d7e80
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071dacc0
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071d86c0
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071d87c0
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071d7d80
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071d7540
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071d4900
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071d1bc0
God of War®: Ghost of Sparta v1.8.0 2019-09-01 MIPSCompileOp: Invalid instruction 000007d4
God of War®: Ghost of Sparta v1.8.0 2019-09-01 Jump to invalid address: 071d4a00
God of War®: Ghost of Sparta v1.8.0 2019-08-30 ReadFromHardware: Invalid address 0e11fe00 near PC 0e11fe00 LR 08806898
God of War®: Ghost of Sparta v1.5.4 2019-08-29 BJUMP to illegal address 049d8654 - ignoring! data=800657
God of War®: Ghost of Sparta v1.8.0 2019-08-29 ReadFromHardware: Invalid address bf041a40 near PC bf041a40 LR 088e2d8c
God of War®: Ghost of Sparta v1.8.0 2019-08-28 80631003=sceAtracSetAA3DataAndGetID(08c5f6c0, 0001e000, 002fc928, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War®: Ghost of Sparta v1.8.0 2019-08-27 80631003=sceAtracSetAA3DataAndGetID(08c5f6c0, 0001e000, 00338dd8, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War®: Ghost of Sparta v1.8.0 2019-08-24 WriteToHardware: Invalid address 0000004c near PC 08a79b84 LR 08a79b54
God of War®: Ghost of Sparta v1.8.0 2019-08-24 WriteToHardware: Invalid address 00000029 near PC 08ab1f74 LR 08ab3c08
God of War®: Ghost of Sparta v1.8.0 2019-08-24 WriteToHardware: Invalid address 00000029 near PC 08832af0 LR 08b82a68
God of War®: Ghost of Sparta v1.8.0 2019-08-23 WriteToHardware: Invalid address 0000004c near PC 08a8b46c LR 08a8b2b0
God of War®: Ghost of Sparta v1.7.4 2019-08-23 ReadFromHardware: Invalid address 00000068 near PC 08a82cc4 LR 08a82d64
God of War®: Ghost of Sparta v1.7.4 2019-08-23 WriteToHardware: Invalid address 00000064 near PC 08a82cc4 LR 08a82d64
God of War®: Ghost of Sparta v1.8.0 2019-08-23 WriteToHardware: Invalid address 00000029 near PC 08ac2878 LR 08ac2878
God of War®: Ghost of Sparta v1.8.0 2019-08-23 An uneaten prefix at end of block: 08a687c0
God of War®: Ghost of Sparta v1.8.0 2019-08-21 Unexpected mpeg first timestamp: 7c339791602 / 8535064253954
God of War®: Ghost of Sparta v1.8.0 2019-08-19 MIPSCompileOp: Invalid instruction 43fa0000
God of War®: Ghost of Sparta v1.8.0 2019-08-19 Jump to invalid address: 017ceec0
God of War®: Ghost of Sparta v1.8.0 2019-08-19 MIPSCompileOp: Invalid instruction 4274649c
God of War®: Ghost of Sparta v1.8.0 2019-08-19 Jump to invalid address: 0687aa40
God of War®: Ghost of Sparta v1.8.0 2019-08-18 Unknown GetPointer 00000000 PC 08ad6ee0 LR 0887c620
God of War®: Ghost of Sparta v1.8.0 2019-08-17 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right op 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
God of War®: Ghost of Sparta v1.8.0 2019-08-16 MIPSCompileOp: Invalid instruction 04040004
God of War®: Ghost of Sparta v1.8.0 2019-08-16 Unknown GE command : fccc5255
God of War®: Ghost of Sparta v1.8.0 2019-08-16 Immediate draw: Unexpected primitive 7 at count 6
God of War®: Ghost of Sparta v1.8.0 2019-08-16 Exceeded immediate draw buffer size. gstate.imm_ap=777d6d , prim=4
God of War®: Ghost of Sparta v1.8.0 2019-08-13 WriteToHardware: Invalid address 00000029 near PC 0880632c LR 08ab23a8
God of War®: Ghost of Sparta v1.8.0 2019-08-11 WriteToHardware: Invalid address 00000029 near PC 08ad6eac LR 08835c48
God of War®: Ghost of Sparta v1.8.0 2019-08-11 Unknown GetPointer 2c21001f PC 08a78204 LR 08a78204
God of War®: Ghost of Sparta v1.6.3 2019-08-09 WriteToHardware: Invalid address 00000029 near PC 08ad0210 LR 08ad0290
God of War®: Ghost of Sparta v1.8.0 2019-08-19 MIPSCompileOp: Invalid instruction 00010001
God of War®: Ghost of Sparta v1.6.3 2019-08-04 80631003=sceAtracSetAA3DataAndGetID(08c5f6c0, 0001e000, 00362f98, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War®: Ghost of Sparta v1.8.0 2019-08-01 Unknown GetPointer 00000000 PC 08804000 LR 08000030
God of War®: Ghost of Sparta v1.4 2019-07-31 ReadFromHardware: Invalid address ff484dbd near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.8.0 2019-08-01 Unknown GE command : ef008080
God of War®: Ghost of Sparta v1.8.0 2019-08-01 BJUMP to illegal address 04b50ff0 - ignoring! data=9c0bf0
God of War®: Ghost of Sparta v1.7.4 2019-07-29 WriteToHardware: Invalid address 0000004c near PC 08ab9824 LR 08ab9824
God of War®: Ghost of Sparta v1.6.3 2019-07-20 WriteToHardware: Invalid address 00000029 near PC 08a7e338 LR 08a7e50c
God of War®: Ghost of Sparta v1.5.4 2019-07-20 sceDmacMemcpy(dest=040cc000, src=086cda00, size=1254912): overlapping read
God of War®: Ghost of Sparta v1.7.4 2019-07-19 WriteToHardware: Invalid address 00000029 near PC 08a86bcc LR 08a86848
God of War®: Ghost of Sparta v1.7.4 2019-07-19 WriteToHardware: Invalid address 00000029 near PC 08a5a454 LR 08a58a3c
God of War®: Ghost of Sparta v1.8.0 2019-07-19 WriteToHardware: Invalid address 00000029 near PC 08abe994 LR 08abe92c
God of War®: Ghost of Sparta v1.8.0 2019-07-17 BJUMP to illegal address 0ac676b0 - ignoring! data=e27ab0