Recent logs - Grand Theft Auto: Liberty City Stories

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Game title Version Latest Report Message
Grand Theft Auto: Liberty City Stories v1.16.5 2024-03-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.16.5 2024-03-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1
Grand Theft Auto: Liberty City Stories v1.17.1 2024-03-09 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Grand Theft Auto: Liberty City Stories v1.16.6 2024-03-06 __KernelStopThread: thread 361 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.17.1 2024-02-23 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Grand Theft Auto: Liberty City Stories v1.16.6 2024-02-23 WriteToHardware: Invalid address 2d4d45f4 near PC 08956e38 LR 08956c70
Grand Theft Auto: Liberty City Stories v1.16.6 2024-02-23 ReadFromHardware: Invalid address 10b014d8 near PC 0886b05c LR 0895178c
Grand Theft Auto: Liberty City Stories v1.16.6 2024-01-24 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000152, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.16.6 2024-01-13 Unimplemented HLE function scePowerLock
Grand Theft Auto: Liberty City Stories v1.16.6 2024-01-13 Unimplemented HLE function sceKernelDcacheWritebackAll
Grand Theft Auto: Liberty City Stories v1.16.6 2024-01-13 sceKernelCreateThread(name=MediaEngine): unsupported attributes 00001006
Grand Theft Auto: Liberty City Stories v1.16.6 2024-01-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
Grand Theft Auto: Liberty City Stories v1.16.6 2023-12-24 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
Grand Theft Auto: Liberty City Stories v1.16.6 2023-12-24 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
Grand Theft Auto: Liberty City Stories v1.13.1 2023-12-17 Jump to invalid address: 0373d740
Grand Theft Auto: Liberty City Stories v1.16.6 2023-12-14 __KernelStopThread: thread 308 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.12.2 2023-12-02 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.12.3 2023-11-26 ReadFromHardware: Invalid address 383fcc0c near PC 08aa45e0 LR 08aa3704
Grand Theft Auto: Liberty City Stories v1.17 2024-02-17 Can't draw: No current render step. Step count: 0
Grand Theft Auto: Liberty City Stories v1.16.6-330-g74a13b0ca 2023-11-19 __KernelStopThread: thread 323 does not exist (ApctlThread deleted)
Grand Theft Auto: Liberty City Stories v1.16.5 2023-11-15 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=0, text=0
Grand Theft Auto: Liberty City Stories v1.15.4 2023-11-06 __KernelStopThread: thread 393 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.5.4-998-g08f26439c 2023-10-22 sceKernelLoadModuleByID: unsupported options size=1091f328, flags=1091f32c, pos=0, access=1, data=278000432, text=278000436
Grand Theft Auto: Liberty City Stories v1.15.4 2023-10-07 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Grand Theft Auto: Liberty City Stories v1.16.6 2023-11-21 Game install with no files / data
Grand Theft Auto: Liberty City Stories v1.15.4 2023-10-01 80630006=sceAtracSetHalfwayBufferAndGetID(08dda340, 00000800, 00040000): invalid RIFF header
Grand Theft Auto: Liberty City Stories v1.16.2 2023-09-21 80630006=sceAtracSetDataAndGetID(08b7c1c0, 00020000): invalid RIFF header
Grand Theft Auto: Liberty City Stories v1.16.2 2023-09-21 80630006=sceAtracSetDataAndGetID(08b53e00, 00020000): invalid RIFF header
Grand Theft Auto: Liberty City Stories v1.16.2 2023-09-21 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
Grand Theft Auto: Liberty City Stories v1.12.3 2023-09-18 WriteToHardware: Invalid address 00000194 near PC 08a24830 LR 08a24830
Grand Theft Auto: Liberty City Stories v1.12.3 2023-09-18 ReadFromHardware: Invalid address 00000194 near PC 08a24830 LR 08a24830
Grand Theft Auto: Liberty City Stories v1.15.4 2023-08-26 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
Grand Theft Auto: Liberty City Stories v1.15.4 2023-08-26 sceNetAdhocMatchingInit(32768) at 08a719b8
Grand Theft Auto: Liberty City Stories v1.12.3 2023-08-26 ReadFromHardware: Invalid address 3ffff00a near PC 08ac95e8 LR 08ac95e8
Grand Theft Auto: Liberty City Stories v1.12.3 2023-08-26 ReadFromHardware: Invalid address 3ffff000 near PC 089c56e4 LR 08a0ce2c
Grand Theft Auto: Liberty City Stories v1.9.4 2023-07-29 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08ac4530
Grand Theft Auto: Liberty City Stories v1.15.4 2023-07-27 Bad bounding box data: 00ffff
Grand Theft Auto: Liberty City Stories v1.14.4 2023-07-15 GE Interrupt: newState might be 7
Grand Theft Auto: Liberty City Stories v1.14.4 2023-07-15 GE Interrupt: newState might be 6
Grand Theft Auto: Liberty City Stories v1.14.4 2023-07-15 GE Interrupt: newState might be 5
Grand Theft Auto: Liberty City Stories v1.15.4 2023-07-14 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
Grand Theft Auto: Liberty City Stories v1.15.4 2023-07-06 MIPSCompileOp: Invalid instruction 01000fff
Grand Theft Auto: Liberty City Stories v1.9.4 2023-07-04 __KernelStopThread: thread 1352 does not exist
Grand Theft Auto: Liberty City Stories v1.9.4 2023-06-28 Unknown texture format 11
Grand Theft Auto: Liberty City Stories v1.15.4 2023-06-27 sceGeBreak(mode=0, unknown=08a6ac20): unknown ptr (valid)
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 02434f40
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 0242e9c0
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Branch in Jump delay slot at 0890b438 in block starting at 0890a098
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 0243b500
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Branch in Jump delay slot at 0890b434 in block starting at 0890a098
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 0243b4c0
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 0246c840
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 0244c740
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 0240a090
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Branch in Jump delay slot at 0890a294 in block starting at 0890a098
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 0240a040
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Branch in Jump delay slot at 0890a290 in block starting at 0890a098
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 02409ff0
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 Jump to invalid address: 02428460
Grand Theft Auto: Liberty City Stories v1.13.1 2023-06-20 MIPSCompileOp: Invalid instruction 000001df
Grand Theft Auto: Liberty City Stories v1.9.4 2023-08-02 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a0df34
Grand Theft Auto: Liberty City Stories v1.15.4 2023-11-05 __KernelStopThread: thread 360 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.16.6 2024-01-11 Video out requested, not supported: mode=0 size=512,272
Grand Theft Auto: Liberty City Stories v1.15.4 2023-06-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=000001d1, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.15.4 2023-08-14 __KernelStopThread: thread 359 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.15.4-51-g373b1ffea 2023-05-24 sceKernelLoadModule: unsupported options size=00000014, flags=08bdd350, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.9.4 2023-05-09 Bad vertex address 0f021540!
Grand Theft Auto: Liberty City Stories v1.9.4 2023-05-09 MIPSCompileOp: Invalid instruction cc000000
Grand Theft Auto: Liberty City Stories v1.9.4 2023-05-09 Branch in Jump delay slot at 04000024 in block starting at 03ffc8c8
Grand Theft Auto: Liberty City Stories v1.9.4 2023-05-09 MIPSCompileOp: Invalid instruction 9d000200
Grand Theft Auto: Liberty City Stories v1.9.4 2023-05-09 MIPSCompileOp: Invalid instruction 9f000200
Grand Theft Auto: Liberty City Stories v1.9.4 2023-05-09 MIPSCompileOp: Invalid instruction 9c088000
Grand Theft Auto: Liberty City Stories v1.9.4 2023-05-09 MIPSCompileOp: Invalid instruction 9e128000
Grand Theft Auto: Liberty City Stories v1.9.4 2023-05-09 ReadFromHardware: Invalid address 00c8c8c8 near PC 00c8c8c8 LR 088c0658
Grand Theft Auto: Liberty City Stories v1.9.4 2023-05-08 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088c04b0
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-30 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. 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 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)) // 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 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 =
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-30 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 2023-04-30 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 2023-04-30 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 v1.14.4 2023-04-30 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. 01000000:80000939 HWX C T 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)) // 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else {
Grand Theft Auto: Liberty City Stories v1.17.1 2024-02-23 00000400=sceGeEdramSetAddrTranslation(00000800)
Grand Theft Auto: Liberty City Stories v1.12.3 2023-04-23 __KernelStopThread: thread 337 does not exist
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-25 00000400=sceGeEdramSetAddrTranslation(00001000)
Grand Theft Auto: Liberty City Stories v1.14.4 2023-03-17 __KernelStopThread: thread 338 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-25 00000400=sceGeEdramSetAddrTranslation(00000400)
Grand Theft Auto: Liberty City Stories v1.14.1 2023-03-01 UI scissor out of bounds in SavedataScreen: 1750,699-0,74 / 1600,900
Grand Theft Auto: Liberty City Stories v1.14.1 2023-03-01 UI scissor out of bounds in SavedataScreen: 1750,621-0,74 / 1600,900
Grand Theft Auto: Liberty City Stories v1.14.1 2023-03-01 UI scissor out of bounds in SavedataScreen: 1750,543-0,74 / 1600,900
Grand Theft Auto: Liberty City Stories v1.14.1 2023-03-01 UI scissor out of bounds in SavedataScreen: 1750,465-0,74 / 1600,900
Grand Theft Auto: Liberty City Stories v1.14.1 2023-03-01 UI scissor out of bounds in SavedataScreen: 1750,387-0,74 / 1600,900
Grand Theft Auto: Liberty City Stories v1.14.1 2023-03-01 UI scissor out of bounds in SavedataScreen: 1750,309-0,74 / 1600,900
Grand Theft Auto: Liberty City Stories v1.14.1 2023-03-01 UI scissor out of bounds in SavedataScreen: 1750,231-0,74 / 1600,900
Grand Theft Auto: Liberty City Stories v1.14.1 2023-03-01 UI scissor out of bounds in SavedataScreen: 1750,153-0,74 / 1600,900
Grand Theft Auto: Liberty City Stories v1.14.1 2023-03-01 UI scissor out of bounds in SavedataScreen: 1750,75-0,74 / 1600,900
Grand Theft Auto: Liberty City Stories v1.14.4 2023-02-17 Unusual bezier/spline vtype: 12000780, morph: 0, bones: 1
Grand Theft Auto: Liberty City Stories v1.14.4 2023-02-16 __KernelStopThread: thread 617 does not exist (helper deleted)
Grand Theft Auto: Liberty City Stories v1.14.4 2023-02-09 sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid)
Grand Theft Auto: Liberty City Stories v1.14.4 2023-02-09 GE Interrupt: newState might be 1
Grand Theft Auto: Liberty City Stories v1.12.3 2023-02-09 FBO using existing buffer as depthbuffer, 04000000/04088000 and 04088000/00000000
Grand Theft Auto: Liberty City Stories v1.12.3 2023-02-09 FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/00000000