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Game title |
Version |
Latest Report |
Message |
God of War®: Ghost of Sparta |
v1.12.3 |
2023-02-04 |
80631003=sceAtracSetAA3DataAndGetID(08c5f6c0, 0001e000, 001f0774, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-02-02 |
UI scissor out of bounds in SavedataScreen: 667,72-0,35 / 604,272 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-02-02 |
UI scissor out of bounds in SavedataScreen: 667,35-0,35 / 604,272 |
God of War®: Ghost of Sparta |
v1.14 |
2023-01-31 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
God of War®: Ghost of Sparta |
v1.6.3 |
2023-01-30 |
WriteToHardware: Invalid address 00000060 near PC 08a7b900 LR 08a7b900 |
God of War®: Ghost of Sparta |
v1.6.3 |
2023-01-30 |
ReadFromHardware: Invalid address 00000063 near PC 08a7befc LR 08a7befc |
God of War®: Ghost of Sparta |
v1.6.3 |
2023-01-30 |
WriteToHardware: Invalid address 0000008c near PC 08a7b900 LR 08a7b900 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in GamePauseScreen: 1835,36-554,1052 / 2286,1088 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-25 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10466DATA/TEKKEN6.BIN, 09fd81d0, 00000002) |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-31 |
UI scissor out of bounds in GameSettingsScreen: 0,145-272,1864 / 544,1088 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-31 |
UI scissor out of bounds in GameSettingsScreen: 476,0-1678,272 / 1088,544 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-24 |
UI scissor out of bounds in GamePauseScreen: 64,18-65,1131 / 272,559 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-24 |
UI scissor out of bounds in GamePauseScreen: 0,18-63,1131 / 272,559 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 077e4240 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 077b5fc0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 077598c0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07a52400 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07854880 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07758840 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07754f80 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 077d4bc0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 077d42c0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07854340 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07a51a80 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 077d3940 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07a51240 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07755f40 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07755600 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 0787a8c0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 0787c080 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07861ec0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 079f77c0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 078dc2c0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07782f00 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 078d8c40 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07a15fc0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 077d8f40 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 079e6980 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07879680 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07890740 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 077bdb00 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 06db3800 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07978340 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 078df280 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 079f7c80 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 07756640 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 077872c0 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-24 |
Jump to invalid address: 079a3940 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-24 |
UI scissor out of bounds in GamePauseScreen: 86,18-43,1131 / 272,559 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-24 |
UI scissor out of bounds in GamePauseScreen: 0,18-85,1131 / 272,559 |
God of War®: Ghost of Sparta |
v1.13.2 |
2023-01-23 |
sceNetAdhocMatchingInit(65536) at 08864640 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-23 |
UI scissor out of bounds in SavedataScreen: 674,145-0,35 / 604,272 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-23 |
UI scissor out of bounds in SavedataScreen: 674,109-0,35 / 604,272 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-02-02 |
UI scissor out of bounds in SavedataScreen: 674,72-0,35 / 604,272 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-02-02 |
UI scissor out of bounds in SavedataScreen: 674,35-0,35 / 604,272 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction 01069701 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction 00020001 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-22 |
MIPSCompileOp: Invalid instruction 00100005 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-21 |
WriteToHardware: Invalid address 00000029 near PC 08a9c9ac LR 08a9c9d4 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-21 |
ReadFromHardware: Invalid address 6974636e near PC 6974636e LR 08a75edc |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-20 |
UI scissor out of bounds in GameSettingsScreen: 122,0-509,272 / 604,272 |
God of War®: Ghost of Sparta |
v1.12.3 |
2023-01-20 |
WriteToHardware: Invalid address 00000029 near PC 08a8b6b4 LR 08a8b498 |
God of War®: Ghost of Sparta |
v1.10.2 |
2023-01-19 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149308404 |
God of War®: Ghost of Sparta |
v1.14.1-8-gd4f5bff36 |
2023-01-18 |
UI scissor out of bounds in GameSettingsScreen: 352,0-1147,720 / 1448,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-16 |
UI scissor out of bounds in GameSettingsScreen: 222,0-963,544 / 1135,544 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-24 |
UI scissor out of bounds in MainScreen: 72,0-1078,721 / 1512,720 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-16 |
UI scissor out of bounds in GameSettingsScreen: 506,0-1883,1080 / 2273,1080 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-16 |
UI scissor out of bounds in MainScreen: 48,0-1190,721 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-15 |
UI scissor out of bounds in GameSettingsScreen: 259,0-1005,544 / 1208,544 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-15 |
UI scissor out of bounds in GamePauseScreen: 327,20-202,1189 / 1208,544 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-15 |
UI scissor out of bounds in GamePauseScreen: 34,20-283,1189 / 1208,544 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-15 |
UI scissor out of bounds in GamePauseScreen: 1979,9-672,236 / 1208,544 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-01-15 |
UI scissor out of bounds in GamePauseScreen: 77,9-1881,236 / 1208,544 |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-15 |
Error in shader compilation: info: 0:10(1): error: syntax error, unexpected NEW_IDENTIFIER, expecting end of file
reinterpret
#version 120
// Driver: Mesa Intel(R) Q45/Q43 (ELK) - GLSL 120
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uint packColor(vec4 val) {
return uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u);
}
vec4 unpackColor(uint colorLeft, uint colorRight) {
vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 8u) & 0xFFu),
float(colorRight & 0xFFu), float((colorRight >> 8u) & 0xFFu));
outColor *= 1.0 / 255.0;
return outColor;
}
varying highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
void main() {
vec4 valLeft = texture2D(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0));
vec4 valRight = texture2D(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0));
vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight));
gl_FragColor = outColor;
}
|
God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-15 |
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 r8p0-00dev0 [Revision 96995].
01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 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 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);
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);
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) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.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;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if |
God of War®: Ghost of Sparta |
v1.14.4 |
2023-02-01 |
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 r8p0-00dev0 [Revision 96995].
01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 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 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);
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);
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) {
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.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;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRan |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-16 |
UI scissor out of bounds in GameSettingsScreen: 286,0-1303,721 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1703,360-0,87 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1703,269-0,87 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1703,178-0,87 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1703,87-0,87 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1775,360-0,87 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1775,269-0,87 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1775,178-0,87 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1775,87-0,87 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1176,714 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1681,93-0,93 / 1521,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1546,93-0,93 / 1521,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1647,191-0,93 / 1521,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in SavedataScreen: 1647,93-0,93 / 1521,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1738,191-0,93 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1738,93-0,93 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1630,288-0,93 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1630,191-0,93 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1630,93-0,93 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1737,288-0,93 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1737,191-0,93 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1737,93-0,93 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1746,288-0,93 / 1600,720 |
God of War®: Ghost of Sparta |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in SavedataScreen: 1746,191-0,93 / 1600,720 |