Recent logs - Gran Turismo®

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Game title Version Latest Report Message
Gran Turismo® v1.13.2 2024-04-11 sceKernelVolatileMemUnlock(0) FAILED - not locked
Gran Turismo® v1.17.1 2024-04-01 Branch in branch delay slot at 08922288 with different target
Gran Turismo® v1.15.4 2024-03-31 80630006=sceAtracSetHalfwayBufferAndGetID(08dda400, 00000800, 00040000): invalid RIFF header
Gran Turismo® v1.17.1 2024-03-18 MPEG user data found
Gran Turismo® v1.17.1 2024-03-15 sceKernelRegisterSubIntrHandler(30, 0, 0894ef80, 00000000): duplicate handler
Gran Turismo® v1.16.6 2024-03-06 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Gran Turismo® v1.10.3 2024-02-18 Unknown GetPointer 00000000 PC 08815ef4 LR 08000020
Gran Turismo® v1.17.1 2024-02-11 Unknown GE command : fee38e00
Gran Turismo® v1.17.1 2024-04-10 sceMpegRingbufferPut(): invalid mpeg data
Gran Turismo® v1.17.1 2024-02-06 Savedata version requested: 1
Gran Turismo® v1.12.3 2024-02-04 Bottom-right corner of source of block transfer is at an invalid address: 0480ffaa
Gran Turismo® v1.12.3 2024-02-04 Bottom-right corner of source of block transfer is at an invalid address: 0480fdd6
Gran Turismo® v1.12.3 2024-02-04 Bottom-right corner of source of block transfer is at an invalid address: 0480fdd0
Gran Turismo® v1.16.6 2024-01-28 00000400=sceGeEdramSetAddrTranslation(00000400)
Gran Turismo® v1.16.6 2024-01-25 MFIC instruction hit (70020024) at 088b63a8
Gran Turismo® v1.9.4 2024-01-23 Error in shader compilation: info: Compile failed. ERROR: Unexpected end of source found 1 compilation errors. No code generated. postshader
Gran Turismo® v1.16.6 2024-01-06 __KernelStopThread: thread 396 does not exist (ApctlThread deleted)
Gran Turismo® v1.16.6 2023-12-31 __KernelStopThread: thread 441 does not exist (ApctlThread deleted)
Gran Turismo® v1.16.6 2023-12-19 VTYPE with morph used: THRU=0 TC=2 COL=7 POS=3 NRM=1 WT=0 NW=1 IDX=0 MC=4
Gran Turismo® v1.17.1 2024-04-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Gran Turismo® v1.16.6 2023-12-19 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0889ac20
Gran Turismo® v1.17.1 2024-02-23 sceKernelCreateThread(name=GTRemastered): unsupported attributes 00001007
Gran Turismo® v1.16.6 2023-11-30 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Gran Turismo® v1.14.4 2023-11-30 80000107=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first
Gran Turismo® v1.14.4 2023-11-30 80000107=sceDisplaySetFrameBuf(04088000, 512, 0, 0): must change latched framebuf first
Gran Turismo® v1.11.3 2023-11-26 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { highp vec4 param = A; highp vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { highp vec4 param = a; highp vec4 param_1 = b; highp vec4 param_2 = a; highp vec4 param_3 = c; highp vec4 param_4 = d; highp vec4 param_5 = e; highp vec4 param_6 = d; highp vec4 param_7 = f; highp vec4 param_8 = g; highp vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375,
Gran Turismo® v1.16.6 2023-11-15 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a5b3a8
Gran Turismo® v1.16.6 2023-10-21 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Gran Turismo® v1.16.1 2023-10-19 WriteToHardware: Invalid address 00000005 near PC 08a5b384 LR 08a5b50c
Gran Turismo® v1.16.1 2023-10-19 ReadFromHardware: Invalid address 00000005 near PC 08a5b37c LR 08a5b50c
Gran Turismo® v1.10.3-258-g61fa4453d 2023-10-07 __KernelStopThread: thread 289 does not exist
Gran Turismo® v1.15.4 2023-09-27 Error in shader compilation: info: Compile failed. WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:66: 'function_call_constructor@uint_uint@33' : used without being initialised WARNING: 0:86: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:102: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 4 compilation warnings. 01000000:803a0328 HWX C N UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:803a0328 HWX C N UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnorm
Gran Turismo® v1.15.4 2023-09-27 Error in shader compilation: info: Compile failed. WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:66: 'function_call_constructor@uint_uint@39' : used without being initialised WARNING: 0:86: 'function_call_constructor@vec3_vec3@105' : used without being initialised WARNING: 0:102: 'function_call_constructor@float_float@147' : used without being initialised WARNING: 4 compilation warnings. 01000000:80000928 HWX C T Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000928 HWX C T Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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(0.0, 0.0, 1.0, 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 = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecula
Gran Turismo® v1.15.4 2023-09-27 Error in shader compilation: info: Compile failed. WARNING: 0:61: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:85: 'function_call_constructor@vec3_vec3@105' : used without being initialised WARNING: 0:101: 'function_call_constructor@float_float@147' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000128 HWX C Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000128 HWX C Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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(0.0, 0.0, 1.0, 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 = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse0 * diffuseColor) *
Gran Turismo® v1.17.1 2024-04-21 Can't draw: No current render step. Step count: 0
Gran Turismo® v1.15.4 2023-09-10 80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first
Gran Turismo® v1.15.4 2023-09-10 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/UCUS98632-GAMEINST/CONTENTS.DAT, 09a7b2d0, 00000002)
Gran Turismo® v1.15.4 2023-09-07 Branch in Jump delay slot at 09860274 in block starting at 0986020c
Gran Turismo® v1.15.4 2023-09-07 Jump to invalid address: 06191000
Gran Turismo® v1.15.4 2023-09-07 Jump to invalid address: 061bea80
Gran Turismo® v1.15.4 2023-09-07 Jump to invalid address: 0623dc00
Gran Turismo® v1.15.4 2023-09-07 Branch in Jump delay slot at 09860248 in block starting at 0986020c
Gran Turismo® v1.15.4 2023-09-07 Jump to invalid address: 0623dbf0
Gran Turismo® v1.15.4 2023-09-07 Branch in Jump delay slot at 09860228 in block starting at 0986020c
Gran Turismo® v1.15.4 2023-09-07 Jump to invalid address: 0623dbe0
Gran Turismo® v1.15.3 2023-08-27 Jump to invalid address: 07bc2b60
Gran Turismo® v1.15.3 2023-08-27 Branch in Jump delay slot at 09d21e00 in block starting at 09d21e00
Gran Turismo® v1.15.3 2023-08-27 Jump to invalid address: 0754b720
Gran Turismo® v1.10.3 2023-08-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
Gran Turismo® v1.10.3 2023-08-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816
Gran Turismo® v1.14.4 2023-08-17 ReadFromHardware: Invalid address 00000004 near PC 08a636e0 LR 08a6376c
Gran Turismo® v1.15.4 2023-08-10 Normal projection mapping without normal?
Gran Turismo® v1.15.4 2023-08-06 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08915058
Gran Turismo® v1.12.3 2023-08-02 Decoding texture from VRAM mirror at 04288000 swizzle=0
Gran Turismo® v1.13.1 2023-07-30 Unimplemented HLE function sceNetResolverTerm
Gran Turismo® v1.13.1 2023-07-30 Unimplemented HLE function sceNetResolverCreate
Gran Turismo® v1.14.4 2023-07-22 Error in shader compilation: info: Compile failed. WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:66: 'function_call_constructor@uint_uint@33' : used without being initialised WARNING: 0:92: 'function_call_constructor@float_float@113' : used without being initialised WARNING: 0:97: 'function_call_constructor@vec3_vec3@117' : used without being initialised WARNING: 4 compilation warnings. 01000000:803a0338 HWX C N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:803a0338 HWX C N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = c
Gran Turismo® v1.14.4 2023-07-22 Error in shader compilation: info: Compile failed. WARNING: 0:59: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:89: 'function_call_constructor@float_float@119' : used without being initialised WARNING: 0:94: 'function_call_constructor@vec3_vec3@123' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000128 HWX C Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000128 HWX C Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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; out lowp vec4 v_color0; out 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(0.0, 0.0, 1.0, 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 = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; defaul
Gran Turismo® v1.15.4 2023-06-30 Jump to invalid address: 0330a120
Gran Turismo® v1.15.4 2023-06-30 MIPSCompileOp: Invalid instruction 00000005
Gran Turismo® v1.15.4 2023-06-28 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=1, text=1
Gran Turismo® v1.9.4 2023-06-28 WriteToHardware: Invalid address a0000000 near PC 08a69038 LR 089baec8
Gran Turismo® v1.9.4 2023-06-28 ReadFromHardware: Invalid address a0000000 near PC 08a69030 LR 089baec8
Gran Turismo® v1.9.4 2023-06-26 ReadFromHardware: Invalid address a0000000 near PC 08a69030 LR 08a75a28
Gran Turismo® v1.9.4 2023-06-26 WriteToHardware: Invalid address a0000000 near PC 08a69038 LR 08a75a28
Gran Turismo® v1.14.1 2023-06-19 UI scissor out of bounds in GameSettingsScreen: 222,0-1208,721 / 1440,720
Gran Turismo® v1.10.3 2023-06-10 Unknown syscall in known module 'sceNpService': 0xfc0bc8db
Gran Turismo® v1.10.3 2023-06-10 Unknown syscall in known module 'sceNpService': 0xbe22eea3
Gran Turismo® v1.10.3 2023-06-10 Unknown syscall in known module 'sceNpService': 0xa01443aa
Gran Turismo® v1.10.3 2023-06-10 Unknown syscall in known module 'sceNpService': 0x788f2b5e
Gran Turismo® v1.10.3 2023-06-10 Unknown syscall in known module 'sceNpService': 0x75dacb57
Gran Turismo® v1.10.3 2023-06-10 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
Gran Turismo® v1.10.3 2023-06-10 Unknown syscall in known module 'sceNpService': 0x66c64821
Gran Turismo® v1.10.3 2023-06-10 Unknown syscall in known module 'sceNpService': 0x58251346
Gran Turismo® v1.10.3 2023-06-10 Unknown syscall in known module 'sceNpService': 0x4e851b10
Gran Turismo® v1.15.4 2023-06-03 __KernelStopThread: thread 338 does not exist (helper deleted)
Gran Turismo® v1.15.4 2023-06-03 Unknown GetPointer 00000000 PC 08a885a8 LR 08a88638
Gran Turismo® v1.17.1 2024-04-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
Gran Turismo® v1.17.1 2024-04-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
Gran Turismo® v1.14.2 2023-05-27 UI scissor out of bounds in MainScreen: 1117,11-351,709 / 720,1480
Gran Turismo® v1.14.2 2023-05-27 UI scissor out of bounds in MainScreen: 0,74-1107,646 / 720,1480
Gran Turismo® v1.14.2 2023-05-27 UI scissor out of bounds in MainScreen: 0,0-1107,721 / 720,1480
Gran Turismo® v1.14.2 2023-05-27 UI scissor out of bounds in MainScreen: 0,0-1107,75 / 720,1480
Gran Turismo® v1.6.3 2023-05-21 Error in shader compilation: info: 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type vec2 requires "#version 100" or later 0(6) : error C5060: out can't be used with non-varying v_texcoord0 0(8) : error C7532: global type vec4 requires "#version 100" or later 0(13) : error C7532: global variable gl_Position requires "#version 100" or later postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Gran Turismo® v1.6.3 2023-05-21 Error in shader compilation: info: 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type sampler2D requires "#version 100" or later 0(8) : error C7532: global type vec2 requires "#version 100" or later 0(9) : error C7532: global type vec4 requires "#version 100" or later 0(9) : error C5060: out can't be used with non-varying _gl_FragColor 0(10) : error C7532: global type float requires "#version 100" or later 0(18) : error C7532: global function fract requires "#version 100" or later 0(18) : error C7532: global function cos requires "#version 100" or later 0(19) : error C7532: global function texture requires "#version 130" or later 0(22) : error C7532: global function dot requires "#version 100" or later 0(23) : error C7532: global function mix requires "#version 100" or later postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; float amount; float intensity; void main() { amount = 1.0; intensity = 0.5; float pos0 = ((v_texcoord0.y + 1.0) * 170.0) * amount; float pos1 = cos(((fract(pos0) - 0.5) * 3.141592502593994140625) * intensity) * 1.5; vec4 rgb = texture(sampler0, v_texcoord0); vec4 color = (rgb * 0.5) + (((rgb * 0.5) * rgb) * 1.2000000476837158203125); color *= vec4(0.89999997615814208984375, 1.0, 0.699999988079071044921875, 0.0); color *= (1.10000002384185791015625 - (0.60000002384185791015625 * (dot(v_texcoord0 - vec2(0.5), v_texcoord0 - vec2(0.5)) * 2.0))); _gl_FragColor = mix(vec4(0.0), color, vec4(pos1)); }
Gran Turismo® v1.6.3 2023-05-21 Error in shader program link: info: Vertex info ----------- 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type vec2 requires "#version 100" or later 0(6) : error C5060: out can't be used with non-varying v_texcoord0 0(8) : error C7532: global type vec4 requires "#version 100" or later 0(13) : error C7532: global variable gl_Position requires "#version 100" or later Fragment info ------------- 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type sampler2D requires "#version 100" or later 0(8) : error C7532: global type vec2 requires "#version 100" or later 0(9) : error C7532: global type vec4 requires "#version 100" or later 0(9) : error C5060: out can't be used with non-varying _gl_FragColor 0(10) : error C7532: global type float requires "#version 100" or later 0(18) : error C7532: global function fract requires "#version 100" or later 0(18) : error C7532: global function cos requires "#version 100" or later 0(19) : error C7532: global function texture requires "#version 130" or later 0(22) : error C7532: global function dot requires "#version 100" or later 0(23) : error C7532: global function mix requires "#version 100" or later fs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; float amount; float intensity; void main() { amount = 1.0; intensity = 0.5; float pos0 = ((v_texcoord0.y + 1.0) * 170.0) * amount; float pos1 = cos(((fract(pos0) - 0.5) * 3.141592502593994140625) * intensity) * 1.5; vec4 rgb = texture(sampler0, v_texcoord0); vec4 color = (rgb * 0.5) + (((rgb * 0.5) * rgb) * 1.2000000476837158203125); color *= vec4(0.89999997615814208984375, 1.0, 0.699999988079071044921875, 0.0); color *= (1.10000002384185791015625 - (0.60000002384185791015625 * (dot(v_texcoord0 - vec2(0.5), v_texcoord0 - vec2(0.5)) * 2.0))); _gl_FragColor = mix(vec4(0.0), color, vec4(pos1)); } vs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Gran Turismo® v1.15.3 2023-05-20 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1
Gran Turismo® v1.15.3 2023-05-20 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2
Gran Turismo® v1.15.4 2023-07-02 UNTESTED sceNetAdhocPollSocket(09d4ad20, 3, 0, 1) at 08b46d80
Gran Turismo® v1.14.1-2-g1fa2f7a97 2023-05-09 UI scissor out of bounds in GameSettingsScreen: 506,0-2036,1088 / 2417,1088
Gran Turismo® v1.14.4 2023-05-08 MIPSCompileOp: Invalid instruction 423c5d0a
Gran Turismo® v1.15.4 2023-06-28 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Gran Turismo® v1.14.4 2023-04-16 Ignoring possible texturing from framebuffer at 04154000 +3584x114 / 480x272
Gran Turismo® v1.14.4 2023-04-13 MIPSCompileOp: Invalid instruction 44fd1b60
Gran Turismo® v1.14.4 2023-04-13 MIPSCompileOp: Invalid instruction b6bec230
Gran Turismo® v1.14.4 2023-04-09 ReadFromHardware: Invalid address 00000002 near PC 08b1332c LR 08b135c4
Gran Turismo® v1.14.4 2023-04-28 Ignoring possible texturing from framebuffer at 04154000 +1216x143 / 480x272
Gran Turismo® v1.13.2 2023-04-02 sceGeBreak(mode=0, unknown=09fff520): unknown ptr (valid)
Gran Turismo® v1.13.2 2023-04-02 sceGeBreak(mode=0, unknown=09fff420): unknown ptr (valid)
Gran Turismo® v1.13.2 2023-04-02 sceGeBreak(mode=0, unknown=09fff410): unknown ptr (valid)