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Game title |
Version |
Latest Report |
Message |
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 |
2023-08-26 |
__KernelStopThread: thread 360 does not exist (helper deleted) |
Grand Theft Auto: Liberty City Stories |
v1.15.4 |
2023-06-16 |
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 |
v1.14.4 |
2023-04-25 |
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 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-02-03 |
UI scissor out of bounds in GamePauseScreen: 1605,20-300,1060 / 1920,1007 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-02-03 |
UI scissor out of bounds in GamePauseScreen: 0,20-1595,1060 / 1920,1007 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-30 |
UI scissor out of bounds in ReportScreen: 450,40-600,1880 / 1920,1080 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-30 |
UI scissor out of bounds in ReportScreen: 0,40-420,1870 / 1920,1080 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-30 |
UI scissor out of bounds in ReportScreen: 2293,22-1067,585 / 1920,1080 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-30 |
UI scissor out of bounds in ReportScreen: 0,22-2240,580 / 1920,1080 |
Grand Theft Auto: Liberty City Stories |
v1.11.3 |
2023-01-25 |
MIPSCompileOp: Invalid instruction b163a870 |
Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-01-23 |
Failed to truncate file. |
Grand Theft Auto: Liberty City Stories |
v1.10.2 |
2023-01-22 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in MainScreen: 0,481-540,479 / 960,540 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in MainScreen: 0,417-540,543 / 960,540 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in MainScreen: 1155,5-534,299 / 960,540 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in MainScreen: 0,36-1138,268 / 960,540 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-13 |
UI scissor out of bounds in MainScreen: 0,0-1138,304 / 960,540 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in SavedataScreen: 1734,87-0,87 / 1600,720 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in SavedataScreen: 1735,87-0,87 / 1600,720 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in SavedataScreen: 1704,87-0,87 / 1600,720 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-09 |
UI scissor out of bounds in SavedataScreen: 1775,269-0,87 / 1600,720 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-09 |
UI scissor out of bounds in SavedataScreen: 1775,178-0,87 / 1600,720 |
Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-01-07 |
Jump in likely branch delay slot with link at 09408a00 |
Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-01-07 |
MIPSCompileOp: Invalid instruction 00000815 |
Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-01-07 |
Jump to invalid address: 067a6100 |
Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-01-07 |
Jump to invalid address: 0677fbc0 |
Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-01-07 |
Jump to invalid address: 064aa300 |
Grand Theft Auto: Liberty City Stories |
v1.14.4 |
2023-01-07 |
Jump to invalid address: 0648cd80 |
Grand Theft Auto: Liberty City Stories |
v1.14.1 |
2023-01-07 |
UI scissor out of bounds in SavedataScreen: 1719,87-0,87 / 1600,720 |