Recent logs - Midnight Club 3: DUB Edition

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Game title Version Latest Report Message
Midnight Club 3: DUB Edition v1.12.3 2022-01-21 Jump to invalid address: 0771b6e0
Midnight Club 3: DUB Edition v1.12.3 2022-01-21 Jump to invalid address: 0771b680
Midnight Club 3: DUB Edition v1.12.2 2022-01-19 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/00000000
Midnight Club 3: DUB Edition v1.12.2 2022-01-19 FBO created from existing depthbuffer as color, 04000000/00000000 and 04170000/04000000
Midnight Club 3: DUB Edition v1.10.2 2022-01-19 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 573
Midnight Club 3: DUB Edition v1.10.2 2022-01-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.10.2 2022-01-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.12.3 2022-01-18 Jump to invalid address: 077238d0
Midnight Club 3: DUB Edition v1.12.3 2022-01-21 MIPSCompileOp: Invalid instruction cdcd0100
Midnight Club 3: DUB Edition v1.12.3 2022-01-18 Jump to invalid address: 0771a6e0
Midnight Club 3: DUB Edition v1.12.3 2022-01-19 Jump to invalid address: 0771a680
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 Trying to write block exit to illegal destination ffff6248: pc = 00010000
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 MIPSCompileOp: Invalid instruction 40dae309
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 MIPSCompileOp: Invalid instruction 40dae242
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 MIPSCompileOp: Invalid instruction 437466bd
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 MIPSCompileOp: Invalid instruction 4340008b
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 Trying to compile instruction 43400048 that can't be interpreted
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 MIPSCompileOp: Invalid instruction 438f0f7e
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 Trying to compile instruction 4397c9d9 that can't be interpreted
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 MIPSCompileOp: Invalid instruction 40dc3779
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 MIPSCompileOp: Invalid instruction 4397ca11
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 MIPSCompileOp: Invalid instruction 40dc3147
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08000018
Midnight Club 3: DUB Edition v1.4-258-Adhoc_stuff-chatSimple 2021-12-18 MIPSCompileOp: Invalid instruction 438e836d
Midnight Club 3: DUB Edition v1.11.3 2021-11-20 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/00000000
Midnight Club 3: DUB Edition v1.12.3 2022-01-17 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Midnight Club 3: DUB Edition v1.12.3 2022-01-17 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Midnight Club 3: DUB Edition v1.11.3 2021-11-16 GE Interrupt: newState might be 3
Midnight Club 3: DUB Edition v1.11.3 2021-11-15 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
Midnight Club 3: DUB Edition v1.11.3 2021-11-15 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
Midnight Club 3: DUB Edition v1.9.3-80-g73bf6098e 2021-11-08 __KernelStopThread: thread 395 does not exist
Midnight Club 3: DUB Edition v1.9.3-80-g73bf6098e 2021-11-08 __KernelStopThread: thread 393 does not exist
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00217022 Tex TexAlpha Fog TFuncMod AlphaTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; out lowp vec4 v_color0; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:05000000 StenToAlpha Sten0 #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0d000022 Tex TexAlpha StenToAlpha StenKeep TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0100d022 Tex TexAlpha StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370000:003a0b14 HWX T N Fog Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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; out lowp vec4 v_color0; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; out lowp vec4 v_color0; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0100d022 Tex TexAlpha StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00217002 Tex Fog TFuncMod AlphaTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370011:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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; out lowp vec4 v_color0; 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 * u_matambientalpha + 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 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00217022 Tex TexAlpha Fog TFuncMod AlphaTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370011:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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; out lowp vec4 v_color0; 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 * u_matambientalpha + 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 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370011:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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; out lowp vec4 v_color0; 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 * u_matambientalpha + 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 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370011:0000091c HWX C T Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:7 #version 300 es precision highp float; 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 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 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 highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); 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 * color0.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 * color0.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00200082 Tex Fog TClamp TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(mymod(v_texcoord.x, u_texclamp.x), mymod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370011:003a0b14 HWX T N Fog Tex UVEnv Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 vec3 u_lightpos3; 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; out lowp vec4 v_color0; 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 * u_matambientalpha + 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 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos2), worldnormal), 1.0 + dot(normalize(u_lightpos3), worldnormal)) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Midnight Club 3: DUB Edition v1.6.3-432-gfd6c3145d 2021-11-07 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00217002 Tex Fog TFuncMod AlphaTest0 != #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370011:00000b14 HWX T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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; out lowp vec4 v_color0; 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 * u_matambientalpha + 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 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Midnight Club 3: DUB Edition v1.11.3 2021-11-06 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000136, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.8.0 2021-11-06 Branch in Jump delay slot at 08aacfe8 in block starting at 08aacfd8
Midnight Club 3: DUB Edition v1.12.3 2021-10-29 Failed decrypting the PRX (ret = -1, size = 4906321, psp_size = 4906672)!
Midnight Club 3: DUB Edition v1.12 2021-10-28 ReadFromHardware: Invalid address 1766d588 near PC 08833fc4 LR 08833fc4
Midnight Club 3: DUB Edition v1.12.3 2021-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.12.3 2021-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.12 2022-01-04 ReadFromHardware: Invalid address 0d79a587 near PC 088d8254 LR 088d82a0
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e580 PC 09a4e22c LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e228 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e540 PC 09a4e228 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e224 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e500 PC 09a4e224 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e220 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e4c0 PC 09a4e220 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e21c in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e480 PC 09a4e21c LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e218 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e440 PC 09a4e218 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e214 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e400 PC 09a4e214 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e210 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e3c0 PC 09a4e210 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e20c in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e700 PC 09a4e20c LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e208 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e340 PC 09a4e208 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e6c0 PC 09a4e1dc LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e1d8 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e680 PC 09a4e1d8 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e1d4 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e640 PC 09a4e1d4 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e1d0 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e600 PC 09a4e1d0 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e1cc in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e5c0 PC 09a4e1cc LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 02f052c0 PC 09a4e1c4 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690dcc0 PC 09a4e1a8 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e1a4 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690dc80 PC 09a4e1a4 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e1a0 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690dc40 PC 09a4e1a0 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e19c in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690dc00 PC 09a4e19c LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e198 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690dbc0 PC 09a4e198 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e194 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690db80 PC 09a4e194 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e190 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690db40 PC 09a4e190 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e18c in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690db00 PC 09a4e18c LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e188 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690e2c0 PC 09a4e188 LR 08837cec
Midnight Club 3: DUB Edition v1.12 2021-10-22 Branch in Jump delay slot at 09a4e184 in block starting at 09a4e0bc
Midnight Club 3: DUB Edition v1.12 2021-10-22 Jump to invalid address: 0690da80 PC 09a4e184 LR 08837cec