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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 |