Recent logs - God of War®: Ghost of Sparta

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Game title Version Latest Report Message
God of War®: Ghost of Sparta v1.12.3 2022-05-25 BlockTransfer: Bad source transfer address fd195250!
God of War®: Ghost of Sparta v1.12.3 2022-05-25 Unknown GE command : fcfcfefc
God of War®: Ghost of Sparta v1.4-2-g648bc5d 2022-05-24 Unknown GE command : 35c164d5
God of War®: Ghost of Sparta v1.12.3 2022-05-23 WriteToHardware: Invalid address 00000029 near PC 08ac1518 LR 08be566c
God of War®: Ghost of Sparta v1.10-6-g8ac4efd3c 2022-05-22 Failed decrypting the PRX (ret = -1, size = 1419532, psp_size = 1419872)!
God of War®: Ghost of Sparta v1.12.3 2022-05-22 Unexpected mpeg first timestamp: c512be28958 / 13542768150872
God of War®: Ghost of Sparta v1.11.2 2022-05-22 WriteToHardware: Invalid address 0000004c near PC 0889cd5c LR 0889cd5c
God of War®: Ghost of Sparta v1.12.3 2022-05-20 WriteToHardware: Invalid address 0000004c near PC 08ad007c LR 08ad007c
God of War®: Ghost of Sparta v1.9.4 2022-05-20 WriteToHardware: Invalid address 0000004c near PC 08ab9be8 LR 08ab9be8
God of War®: Ghost of Sparta v1.12.3 2022-05-21 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
God of War®: Ghost of Sparta v1.12.3 2022-05-18 __KernelStopThread: thread 293 does not exist
God of War®: Ghost of Sparta v1.12.3 2022-05-18 sceGeBreak(mode=1, unknown=09f9af80): unknown ptr (valid)
God of War®: Ghost of Sparta v1.12.3 2022-05-17 80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data
God of War®: Ghost of Sparta v1.12.3 2022-05-17 80630007=sceAtracSetData(2, 08d4b180, 00004200): atracID uses different codec type than data
God of War®: Ghost of Sparta v1.12.3 2022-05-17 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
God of War®: Ghost of Sparta v1.12.3 2022-05-17 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
God of War®: Ghost of Sparta v1.12.3 2022-05-17 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
God of War®: Ghost of Sparta v1.12.3 2022-05-16 WriteToHardware: Invalid address 00000029 near PC 08aff8f8 LR 08aff974
God of War®: Ghost of Sparta v1.12.3 2022-05-16 ReadFromHardware: Invalid address 468d0040 near PC 468d0040 LR 08bd69b8
God of War®: Ghost of Sparta v1.12.3 2022-05-16 ReadFromHardware: Invalid address 65dae6bd near PC 65dae6bd LR 08bd69b8
God of War®: Ghost of Sparta v1.12.3 2022-05-15 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 r7p0-00rel0 [Revision 96995]. 01f34005:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = 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; 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_cul
God of War®: Ghost of Sparta v1.12.3 2022-05-15 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 r7p0-00rel0 [Revision 96995]. 01f34005:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = 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; 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_cullRange
God of War®: Ghost of Sparta v1.12.3 2022-05-15 WriteToHardware: Invalid address 00000029 near PC 08a7e160 LR 0880718c
God of War®: Ghost of Sparta v1.12.3 2022-05-14 Jump to invalid address: 0568c360
God of War®: Ghost of Sparta v1.9.0 2022-05-13 sceKernelLoadModule: unsupported options size=00000014, flags=08c03170, pos=0, access=1, data=2, text=2
God of War®: Ghost of Sparta v1.6.3 2022-05-12 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_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 highp float v_fogdepth; in highp vec3 v_texcoord; inout 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; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) 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: 01730111:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp 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; 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) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); 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) ); 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 v1.11.3 2022-05-12 MIPSCompileOp: Invalid instruction 42545426
God of War®: Ghost of Sparta v1.11.3 2022-05-12 Jump to invalid address: 017d60c0
God of War®: Ghost of Sparta v1.11.3 2022-05-12 Jump to invalid address: 0637fe00
God of War®: Ghost of Sparta v1.11.3 2022-05-12 Jump to invalid address: 06114d00
God of War®: Ghost of Sparta v1.9.4 2022-05-11 WriteToHardware: Invalid address 00000029 near PC 08810350 LR 08810350
God of War®: Ghost of Sparta v1.12.3 2022-05-18 WriteToHardware: Invalid address 0000004c near PC 08817e88 LR 08818448
God of War®: Ghost of Sparta v1.12.3 2022-05-08 WriteToHardware: Invalid address 00000029 near PC 089bc0c8 LR 089bc0c8
God of War®: Ghost of Sparta v1.12.3 2022-05-06 80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header
God of War®: Ghost of Sparta v1.12.3 2022-05-06 ReadFromHardware: Invalid address 3f800000 near PC 3f800000 LR 3f800000
God of War®: Ghost of Sparta v1.12.3 2022-05-06 sceUtilityMsgDialogInitStart: invalid status
God of War®: Ghost of Sparta v1.12.3 2022-05-06 __KernelStopThread: thread 484 does not exist
God of War®: Ghost of Sparta v1.12.3 2022-05-05 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]. 01f34005:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:1 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).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 = u_cullRangeMax.wwww
God of War®: Ghost of Sparta v1.11.3 2022-05-08 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 r8p0-01rel0 [Revision 96995]. 01f34051:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u
God of War®: Ghost of Sparta v1.12.3 2022-05-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
God of War®: Ghost of Sparta v1.12.3 2022-05-03 sceKernelLoadModule: unsupported options size=00000014, flags=0902e4cc, pos=0, access=1, data=2, text=2
God of War®: Ghost of Sparta v1.12.3 2022-05-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=1, text=1
God of War®: Ghost of Sparta v1.11.3 2022-05-08 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 r8p0-01rel0 [Revision 96995]. 01f34051:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullR
God of War®: Ghost of Sparta v1.12.3 2022-05-02 WriteToHardware: Invalid address 0000004c near PC 08a52864 LR 08a52858
God of War®: Ghost of Sparta v1.12.3 2022-05-02 WriteToHardware: Invalid address 0000004c near PC 08a9b8fc LR 08a9824c
God of War®: Ghost of Sparta v1.12.3 2022-04-30 WriteToHardware: Invalid address 0000004c near PC 08ac2e20 LR 08ac2bd0
God of War®: Ghost of Sparta v1.12.3 2022-04-29 WriteToHardware: Invalid address 3f800368 near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.12.3 2022-04-29 WriteToHardware: Invalid address 00000064 near PC 08a86608 LR 08a86514
God of War®: Ghost of Sparta v1.12.3 2022-04-29 ReadFromHardware: Invalid address 00000068 near PC 08a86608 LR 08a86514
God of War®: Ghost of Sparta v1.12.3 2022-04-28 Jump to invalid address: 017ea040
God of War®: Ghost of Sparta v1.12.3 2022-04-28 Jump to invalid address: 062c6a80
God of War®: Ghost of Sparta v1.12.3 2022-04-28 Jump to invalid address: 0520a540
God of War®: Ghost of Sparta v1.12.3 2022-04-28 Bad bounding box data: 17b1c0
God of War®: Ghost of Sparta v1.12.3 2022-04-28 Unknown GE command : 391e049f
God of War®: Ghost of Sparta v1.12.3 2022-04-28 ReadFromHardware: Invalid address 3d908470 near PC 3d908470 LR 3d908470
God of War®: Ghost of Sparta v1.12.3 2022-04-27 WriteToHardware: Invalid address 00000029 near PC 08a75988 LR 08abba3c
God of War®: Ghost of Sparta v1.12.3 2022-04-26 WriteToHardware: Invalid address 00000029 near PC 08a7509c LR 08a75094
God of War®: Ghost of Sparta v1.12.3 2022-04-26 MIPSCompileOp: Invalid instruction 0000e001
God of War®: Ghost of Sparta v1.11.3 2022-04-24 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002)
God of War®: Ghost of Sparta v1.11.3 2022-04-23 Unknown GetPointer 00000000 PC 08220f54 LR 08220f4c
God of War®: Ghost of Sparta v1.12.3-599-geee62849f 2022-04-21 __KernelStopThread: thread 282 does not exist
God of War®: Ghost of Sparta v1.12.3 2022-04-21 WriteToHardware: Invalid address c2c77492 near PC 08000000 LR 08000000
God of War®: Ghost of Sparta v1.11.3 2022-04-19 80630006=sceAtracSetDataAndGetID(09a25200, 00000800): fmt definition too small (16)
God of War®: Ghost of Sparta v1.12.3 2022-04-19 WriteToHardware: Invalid address 00000029 near PC 08a81048 LR 08a80ed8
God of War®: Ghost of Sparta v1.12.3 2022-04-18 WriteToHardware: Invalid address 00000029 near PC 08812344 LR 08aac1a4
God of War®: Ghost of Sparta v1.11.3 2022-04-15 ReadFromHardware: Invalid address c19a9cc7 near PC c19a9cc7 LR 08b85524
God of War®: Ghost of Sparta v1.9.4 2022-04-14 WriteToHardware: Invalid address 00000029 near PC 08a866f0 LR 08a86514
God of War®: Ghost of Sparta v1.10.3 2022-04-13 sceKernelSetCompiledSdkVersion603_605 unknown SDK: 5000010
God of War®: Ghost of Sparta v1.12.3 2022-04-12 MIPSCompileOp: Invalid instruction 00000029
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07954c00
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07836680
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078ff100
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07954580
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07abb540
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07ab4500
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07836b00
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07a03bc0
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07a0e240
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07a17980
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 079f7e00
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078fd900
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 079f6b40
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 079f7480
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078fe140
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078fc940
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078fb800
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 079f6600
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078fcf80
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078fae80
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078fc100
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07abae40
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078fe7c0
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 033b3b40
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07ab4b80
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 033ac1c0
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07836f80
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 078a3140
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 07837440
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 079c6640
God of War®: Ghost of Sparta v1.12.3 2022-04-12 Jump to invalid address: 077e6580