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| Game title |
Version |
Latest Report |
Hits |
Message |
| Gran Turismo® |
v1.12.3 |
2024-02-04 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480fdd0 |
| Gran Turismo® |
v1.17.1 |
2024-11-19 |
3 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| Gran Turismo® |
v1.16.6 |
2024-01-25 |
1 |
MFIC instruction hit (70020024) at 088b63a8 |
| Gran Turismo® |
v1.9.4 |
2024-01-23 |
2 |
Error in shader compilation: info: Compile failed.
ERROR: Unexpected end of source found
1 compilation errors. No code generated.
postshader
|
| Gran Turismo® |
v1.18.1 |
2025-01-26 |
31 |
sceKernelCreateThread(name=GTRemastered): unsupported attributes 00001007 |
| Gran Turismo® |
v1.16.6 |
2023-11-30 |
29 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
| Gran Turismo® |
v1.14.4 |
2023-11-30 |
4 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first |
| Gran Turismo® |
v1.14.4 |
2023-11-30 |
6 |
80000107=sceDisplaySetFrameBuf(04088000, 512, 0, 0): must change latched framebuf first |
| Gran Turismo® |
v1.11.3 |
2023-11-26 |
2 |
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 |
2023-10-21 |
1 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| Gran Turismo® |
v1.16.1 |
2023-10-19 |
1 |
WriteToHardware: Invalid address 00000005 near PC 08a5b384 LR 08a5b50c |
| Gran Turismo® |
v1.10.3-258-g61fa4453d |
2023-10-07 |
1 |
__KernelStopThread: thread 289 does not exist |
| Gran Turismo® |
v1.15.4 |
2023-09-27 |
1 |
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 |
1 |
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 |
1 |
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® |
v1.15.4 |
2023-09-10 |
1 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first |
| Gran Turismo® |
v1.15.4 |
2023-09-10 |
35 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/UCUS98632-GAMEINST/CONTENTS.DAT, 09a7b2d0, 00000002) |
| Gran Turismo® |
v1.10.3 |
2024-05-18 |
4 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664 |
| Gran Turismo® |
v1.10.3 |
2024-05-18 |
2 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816 |
| Gran Turismo® |
v1.17.1 |
2025-03-04 |
48 |
Normal projection mapping without normal? |
| Gran Turismo® |
v1.12.3 |
2023-08-02 |
1 |
Decoding texture from VRAM mirror at 04288000 swizzle=0 |
| Gran Turismo® |
v1.14.4 |
2023-07-22 |
1 |
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 |
1 |
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® |
v1.18.1 |
2025-02-08 |
5 |
MIPSCompileOp: Invalid instruction 00000005 |
| Gran Turismo® |
v1.9.4 |
2023-06-28 |
1 |
WriteToHardware: Invalid address a0000000 near PC 08a69038 LR 089baec8 |
| Gran Turismo® |
v1.9.4 |
2023-06-26 |
1 |
WriteToHardware: Invalid address a0000000 near PC 08a69038 LR 08a75a28 |
| Gran Turismo® |
v1.10.3 |
2023-06-10 |
1 |
Unknown syscall in known module 'sceNpService': 0xfc0bc8db |
| Gran Turismo® |
v1.10.3 |
2023-06-10 |
1 |
Unknown syscall in known module 'sceNpService': 0xbe22eea3 |
| Gran Turismo® |
v1.10.3 |
2023-06-10 |
1 |
Unknown syscall in known module 'sceNpService': 0xa01443aa |
| Gran Turismo® |
v1.10.3 |
2023-06-10 |
1 |
Unknown syscall in known module 'sceNpService': 0x788f2b5e |
| Gran Turismo® |
v1.10.3 |
2023-06-10 |
1 |
Unknown syscall in known module 'sceNpService': 0x75dacb57 |
| Gran Turismo® |
v1.10.3 |
2023-06-10 |
1 |
Unknown syscall in known module 'sceNpService': 0x72a1ce0d |
| Gran Turismo® |
v1.10.3 |
2023-06-10 |
1 |
Unknown syscall in known module 'sceNpService': 0x66c64821 |
| Gran Turismo® |
v1.10.3 |
2023-06-10 |
1 |
Unknown syscall in known module 'sceNpService': 0x58251346 |
| Gran Turismo® |
v1.10.3 |
2023-06-10 |
1 |
Unknown syscall in known module 'sceNpService': 0x4e851b10 |
| Gran Turismo® |
v1.6.3 |
2023-05-21 |
1 |
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 |
1 |
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 |
1 |
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® |
v1.18.1 |
2025-02-24 |
3 |
UNTESTED sceNetAdhocPollSocket(09d4ad20, 3, 0, 1) at 08b46d80 |
| Gran Turismo® |
v1.14.4 |
2023-05-08 |
1 |
MIPSCompileOp: Invalid instruction 423c5d0a |
| Gran Turismo® |
v1.15.4 |
2023-06-28 |
6 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
| Gran Turismo® |
v1.14.4 |
2023-04-16 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +3584x114 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-04-13 |
1 |
MIPSCompileOp: Invalid instruction 44fd1b60 |
| Gran Turismo® |
v1.14.4 |
2023-04-13 |
1 |
MIPSCompileOp: Invalid instruction b6bec230 |
| Gran Turismo® |
v1.14.4 |
2023-04-28 |
2 |
Ignoring possible texturing from framebuffer at 04154000 +1216x143 / 480x272 |
| Gran Turismo® |
v1.14.2 |
2023-03-06 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +3840x167 / 480x272 |
| Gran Turismo® |
v1.13.2 |
2023-03-04 |
1 |
Unknown GetPointerWrite 00000000 PC 088287e8 LR 088287f0 |
| Gran Turismo® |
v1.12.3 |
2023-03-01 |
8 |
FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/00000000 |
| Gran Turismo® |
v1.14.4 |
2023-02-21 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +512x95 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-02-13 |
1 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 410
#extension GL_ARB_shader_stencil_export : require
// Driver: AMD Radeon HD 6300 series Graphics - GLSL 410
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
| Gran Turismo® |
v1.14.4 |
2023-04-14 |
3 |
Ignoring possible texturing from framebuffer at 04154000 +2304x148 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-02-11 |
2 |
Ignoring possible texturing from framebuffer at 04154000 +3584x151 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-01-29 |
2 |
Ignoring possible texturing from framebuffer at 04154000 +1664x70 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-01-19 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +1280x156 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-05-11 |
4 |
Ignoring possible texturing from framebuffer at 04154000 +512x167 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-04-26 |
2 |
Ignoring possible texturing from framebuffer at 04154000 +1024x111 / 480x272 |
| Gran Turismo® |
v1.17.1-16-gf5450e40e |
2025-10-08 |
16 |
Failed to read valid video stream data from header |
| Gran Turismo® |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +3840x150 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +768x155 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-04-06 |
7 |
Ignoring possible texturing from framebuffer at 04154000 +2560x167 / 480x272 |
| Gran Turismo® |
v1.14.4 |
2023-01-09 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data |
| Gran Turismo® |
v1.14.4 |
2023-04-01 |
4 |
Ignoring possible texturing from framebuffer at 04154000 +3328x139 / 480x272 |
| Gran Turismo® |
v1.9.3-80-g73bf6098e |
2023-01-05 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765 |
| Gran Turismo® |
v1.9.3-80-g73bf6098e |
2023-01-05 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524 |
| Gran Turismo® |
v1.14.1 |
2022-12-31 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +1792x139 / 480x272 |
| Gran Turismo® |
v1.14 |
2022-12-23 |
2 |
MIPSCompileOp: Invalid instruction 0000003c |
| Gran Turismo® |
v1.14 |
2022-12-23 |
1 |
MIPSCompileOp: Invalid instruction 41f80e55 |
| Gran Turismo® |
v1.14 |
2022-12-23 |
1 |
MIPSCompileOp: Invalid instruction 438c67fe |
| Gran Turismo® |
v1.18.1 |
2024-12-01 |
2 |
MIPSCompileOp: Invalid instruction 00002328 |
| Gran Turismo® |
v1.14 |
2022-12-23 |
1 |
Trying to compile instruction 426a8360 that can't be interpreted |
| Gran Turismo® |
v1.14 |
2022-12-23 |
1 |
MIPSCompileOp: Invalid instruction 403853b1 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
3 |
Jump to invalid address: 0745de40 PC 09d178d0 LR 08915058 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
3 |
Jump to invalid address: 0330a120 PC 09d178c8 LR 08915058 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
3 |
Jump to invalid address: 0745de40 PC 09d178c4 LR 08915058 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
3 |
Jump to invalid address: 0330a120 PC 09d178bc LR 08915058 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
4 |
Jump to invalid address: 0745de40 PC 09d178b8 LR 08915058 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
4 |
Jump to invalid address: 0330a120 PC 09d178b0 LR 08915058 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
5 |
Jump to invalid address: 0745de40 PC 09d178ac LR 08915058 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
5 |
Jump to invalid address: 0330a120 PC 09d178a4 LR 08915058 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
5 |
Jump to invalid address: 0745de40 PC 09d1789c LR 08915058 |
| Gran Turismo® |
v1.17.1 |
2025-02-07 |
5 |
Jump to invalid address: 0330a1e0 PC 09d17894 LR 08915058 |
| Gran Turismo® |
v1.14.4 |
2023-06-19 |
8 |
Ignoring possible texturing from framebuffer at 04154000 +1024x84 / 480x272 |
| Gran Turismo® |
v1.13.2 |
2022-12-13 |
1 |
MFIC instruction hit (70020024) at 08992870 |
| Gran Turismo® |
v1.13.2 |
2022-12-13 |
2 |
MFIC instruction hit (70020024) at 088ba5dc |
| Gran Turismo® |
v1.15.4 |
2026-09-09 |
3 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08bf5b08, 4, 00000000, 0) |
| Gran Turismo® |
v1.13.2 |
2022-11-21 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00005a10): atracID uses different codec type than data |
| Gran Turismo® |
v1.17.1 |
2024-10-13 |
41 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
| Gran Turismo® |
v1.17.1 |
2024-10-13 |
42 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
| Gran Turismo® |
v1.13.2 |
2022-11-18 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004e08): atracID uses different codec type than data |
| Gran Turismo® |
v1.13.2 |
2022-11-18 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
| Gran Turismo® |
v1.13.2 |
2022-11-21 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data |
| Gran Turismo® |
v1.13.2 |
2022-11-18 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data |
| Gran Turismo® |
v1.13.2 |
2022-11-18 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00006ed8): atracID uses different codec type than data |
| Gran Turismo® |
v1.14.4 |
2023-01-09 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
| Gran Turismo® |
v1.14.4 |
2023-01-09 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| Gran Turismo® |
v1.14.4 |
2023-01-09 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| Gran Turismo® |
v1.13.2 |
2022-11-21 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| Gran Turismo® |
v1.14.4 |
2023-01-09 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data |
| Gran Turismo® |
v1.14.4 |
2023-01-09 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| Gran Turismo® |
v1.14.4 |
2023-01-09 |
7 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |