Recent logs - Grand Theft Auto: Liberty City Stories

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Game title Version Latest Report Message
Grand Theft Auto: Liberty City Stories v1.11.3 2024-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.6.3 2024-10-31 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out 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 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Grand Theft Auto: Liberty City Stories v1.6.3 2024-10-31 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:0000d002 Tex Flat TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out 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 aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Grand Theft Auto: Liberty City Stories v1.16.6 2024-09-24 __KernelStopThread: thread 337 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.17.1 2024-07-14 GE Interrupt: newState might be 0
Grand Theft Auto: Liberty City Stories v1.17.1 2024-10-30 GE Interrupt: newState might be 7
Grand Theft Auto: Liberty City Stories v1.17.1 2024-10-30 GE Interrupt: newState might be 6
Grand Theft Auto: Liberty City Stories v1.17.1 2024-10-30 GE Interrupt: newState might be 5
Grand Theft Auto: Liberty City Stories v1.17.1 2024-10-30 GE Interrupt: newState might be 4
Grand Theft Auto: Liberty City Stories v1.17.1 2024-10-30 GE Interrupt: newState might be 3
Grand Theft Auto: Liberty City Stories v1.17.1 2024-10-30 GE Interrupt: newState might be 1
Grand Theft Auto: Liberty City Stories v1.8.0 2024-07-09 Unknown GE command : d152add6
Grand Theft Auto: Liberty City Stories v1.17.1 2024-06-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.17.1 2024-06-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Grand Theft Auto: Liberty City Stories v1.17.1 2024-06-24 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Grand Theft Auto: Liberty City Stories v1.10.3 2024-06-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
Grand Theft Auto: Liberty City Stories v1.10.3 2024-06-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
Grand Theft Auto: Liberty City Stories v1.17.1 2024-04-28 sceIoAssign(memstick:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0)
Grand Theft Auto: Liberty City Stories v1.17.1 2024-07-21 Truncating vertex count from 33330 to 21845
Grand Theft Auto: Liberty City Stories v1.12.3 2024-02-01 WriteToHardware: Invalid address 0000082a near PC 08000000 LR 08000000
Grand Theft Auto: Liberty City Stories v1.16.6 2023-11-17 sceNetAdhocMatchingInit(65536) at 08865048
Grand Theft Auto: Liberty City Stories v1.17.1 2024-08-05 __KernelStopThread: thread 392 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.15.4 2023-08-26 00000000=sceGeEdramSetAddrTranslation(00000000)
Grand Theft Auto: Liberty City Stories v1.15.4 2024-08-19 Truncating vertex count from 31680 to 21845
Grand Theft Auto: Liberty City Stories v1.15.4 2023-07-01 __KernelStopThread: thread 336 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.15.4 2023-06-16 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
Grand Theft Auto: Liberty City Stories v1.10.3 2023-06-02 An uneaten prefix at end of block: 08a06690
Grand Theft Auto: Liberty City Stories v1.14.4 2023-05-01 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000331 HWX N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000331 HWX N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; 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 lowp vec3 v_color1; 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_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) {
Grand Theft Auto: Liberty City Stories v1.14.4 2023-05-01 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000321 HWX N LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000321 HWX N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; 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 lowp vec3 v_color1; 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_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(
Grand Theft Auto: Liberty City Stories v1.14.4 2023-05-01 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b21 HWX T N LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b21 HWX T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; 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 lowp vec3 v_color1; 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_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + v
Grand Theft Auto: Liberty City Stories v1.14.4 2023-05-01 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull 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 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 lowp vec3 v_color1; 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_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
Grand Theft Auto: Liberty City Stories v1.11.3 2024-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.17.1 2024-09-17 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
Grand Theft Auto: Liberty City Stories v1.14.4 2023-05-01 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform 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 = 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 { lig
Grand Theft Auto: Liberty City Stories v1.10 2023-04-29 Savedata loading with detected hashmode 3 instead of file's 5
Grand Theft Auto: Liberty City Stories v1.12.3 2023-04-12 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.14.4 2023-03-10 sceKernelLoadModule: unsupported options size=00000014, flags=0892b4b0, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.14.4 2023-02-15 00000400=sceGeEdramSetAddrTranslation(00000800)
Grand Theft Auto: Liberty City Stories v1.14.4 2023-02-15 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Grand Theft Auto: Liberty City Stories v1.14.4 2023-02-14 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
Grand Theft Auto: Liberty City Stories v1.14.4 2023-02-14 sceMp3Init: invalid data: not layer 3
Grand Theft Auto: Liberty City Stories v1.15.3 2023-08-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=80010002, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.13.2 2022-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1
Grand Theft Auto: Liberty City Stories v1.13.2 2022-11-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Grand Theft Auto: Liberty City Stories v1.13.2 2022-11-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
Grand Theft Auto: Liberty City Stories v1.16.6 2024-10-18 sceNetAdhocMatchingInit(13620) at 08a0852c
Grand Theft Auto: Liberty City Stories v1.13.2 2022-09-24 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000119, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.15.3 2023-08-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Grand Theft Auto: Liberty City Stories v1.11.3-62-g55c707cfe 2022-09-24 WriteToHardware: Invalid address 0000082a near PC 08957b90 LR 08957b90
Grand Theft Auto: Liberty City Stories v1.18.1 2024-11-15 sceNetAdhocMatchingInit(13620) at 08a0a46c
Grand Theft Auto: Liberty City Stories v1.12.3 2022-08-09 Jump to invalid address: 0568e360
Grand Theft Auto: Liberty City Stories v1.12.3 2022-08-09 Jump to invalid address: 03887360
Grand Theft Auto: Liberty City Stories v1.12.3 2022-08-09 Jump to invalid address: 02a00c40
Grand Theft Auto: Liberty City Stories v1.12.3 2022-08-09 Jump to invalid address: 029d6b60
Grand Theft Auto: Liberty City Stories v1.11.3-55-g8b7591791 2022-08-09 WriteToHardware: Invalid address 0000082a near PC 08a8bde8 LR 08a8bc5c
Grand Theft Auto: Liberty City Stories v1.11.3-55-g8b7591791 2022-08-09 WriteToHardware: Invalid address 000004b8 near PC 08a8bde8 LR 08a8bc5c
Grand Theft Auto: Liberty City Stories v1.9.0 2022-08-01 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Grand Theft Auto: Liberty City Stories v1.12.3 2022-07-30 An uneaten prefix at end of block: 08ac3ba4
Grand Theft Auto: Liberty City Stories v1.10-6-g8ac4efd3c 2022-07-30 Unknown GetPointer 00000001 PC 0896216c LR 0896218c
Grand Theft Auto: Liberty City Stories v1.9.0 2022-07-20 WriteToHardware: Invalid address 00083a00 near PC 088b2980 LR 088b2980
Grand Theft Auto: Liberty City Stories v1.12.3 2022-07-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 14
Grand Theft Auto: Liberty City Stories v1.12.3 2022-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296812
Grand Theft Auto: Liberty City Stories v1.13.1 2022-09-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.12.3 2022-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488
Grand Theft Auto: Liberty City Stories v1.12.3 2022-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145224280
Grand Theft Auto: Liberty City Stories v1.12.3 2022-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151249632
Grand Theft Auto: Liberty City Stories v1.12.3 2022-04-28 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146210816
Grand Theft Auto: Liberty City Stories v1.11.3 2022-02-12 Could not setup streams, unexpected stream count: 13462
Grand Theft Auto: Liberty City Stories v1.11.3 2022-02-12 Unexpected mpeg first timestamp: 5579a080000 / 5873804509184
Grand Theft Auto: Liberty City Stories v1.12.3 2022-02-12 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Grand Theft Auto: Liberty City Stories v1.12.3 2022-02-12 Rendering to framebuffer offset: 04161800 +64x0
Grand Theft Auto: Liberty City Stories v1.9.0 2022-02-05 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
Grand Theft Auto: Liberty City Stories v1.9.0 2022-02-05 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
Grand Theft Auto: Liberty City Stories v1.12.3 2022-02-12 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
Grand Theft Auto: Liberty City Stories v1.12.3 2022-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
Grand Theft Auto: Liberty City Stories v1.12.3 2022-01-08 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
Grand Theft Auto: Liberty City Stories v1.12.3 2022-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
Grand Theft Auto: Liberty City Stories v1.14.1 2024-11-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.12.3 2024-09-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Grand Theft Auto: Liberty City Stories v1.12.3 2022-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
Grand Theft Auto: Liberty City Stories v1.11.3 2021-11-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 19792
Grand Theft Auto: Liberty City Stories v1.11.3 2021-11-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145983520
Grand Theft Auto: Liberty City Stories v1.11.3 2021-11-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145972200
Grand Theft Auto: Liberty City Stories v1.11.3 2021-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.11.3 2021-11-11 Module linking debug info: sceNetIfhandle_driver ver=0000, flags=0009, size=5, numVars=0, numFuncs=10, nidData=0822f114, firstSym=0822ee1c, varData=00000000, extra=00000000 sceMemab_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=11, nidData=0822f0e8, firstSym=0822edc4, varData=00000000, extra=00000000 SysclibForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=3, nidData=0822f098, firstSym=0822ed24, varData=00000000, extra=00000000 ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=17, nidData=0822f0a4, firstSym=0822ed3c, varData=00000000, extra=00000000 InterruptManagerForKernel ver=0000, flags=0009, size=5, numVars=0, numFuncs=2, nidData=0822f090, firstSym=0822ed14, varData=00000000, extra=00000000
Grand Theft Auto: Liberty City Stories v1.11.3 2021-11-11 Crazy varData address 01011006, skipping rest of module
Grand Theft Auto: Liberty City Stories v1.11.3 2021-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=1, text=1
Grand Theft Auto: Liberty City Stories v1.11.3-1194-gfdf8484e6 2021-10-15 ReadFromHardware: Invalid address 3e4ccd1d near PC 088c7d50 LR 088c7d50
Grand Theft Auto: Liberty City Stories v1.11.3-1194-gfdf8484e6 2021-10-15 ReadFromHardware: Invalid address 00000050 near PC 08814e20 LR 08814e30
Grand Theft Auto: Liberty City Stories v1.9.0 2024-06-28 ReadFromHardware: Invalid address 113828c0 near PC 0887843c LR 0887843c
Grand Theft Auto: Liberty City Stories v1.11.3 2021-09-29 An uneaten prefix at end of block: 08927afc
Grand Theft Auto: Liberty City Stories v1.13.2 2022-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.12.3 2022-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
Grand Theft Auto: Liberty City Stories v1.12.3 2022-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
Grand Theft Auto: Liberty City Stories v1.12.3 2022-01-08 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
Grand Theft Auto: Liberty City Stories v1.10 2021-08-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
Grand Theft Auto: Liberty City Stories v1.10 2021-08-24 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.11.3 2021-11-11 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Grand Theft Auto: Liberty City Stories v1.10 2021-08-24 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Grand Theft Auto: Liberty City Stories v1.10 2021-08-24 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5