Recent logs - Miami Vice™ The Game

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Game title Version Latest Report Message
Miami Vice™ The Game v1.12.3 2021-10-22 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.12.2 2021-10-16 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.11.3 2021-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.11.3 2021-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.11.3 2021-09-26 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 159908552
Miami Vice™ The Game v1.11.3 2021-09-13 MFIC instruction hit (70020024) at 08826a54
Miami Vice™ The Game v1.11.3 2021-09-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147002140
Miami Vice™ The Game v1.11.3 2021-09-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146993220
Miami Vice™ The Game v1.11.3 2021-09-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 166232480
Miami Vice™ The Game v1.11.3 2021-09-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 158723776
Miami Vice™ The Game v1.11.3 2021-09-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.11.3 2021-09-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.11.3 2021-09-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 29328
Miami Vice™ The Game v1.11.3 2021-09-12 Error in shader compilation: info: ERROR: 0:20: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:20: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:20: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:33: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:33: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:33: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:34: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:34: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:34: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:34: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:34: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:34: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:35: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:35: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:35: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:39: 'col' : undeclared identifier ERROR: 0:39: 'assign' : implicit conversion between types not allowed in ES 2.0 ERROR: 0:39: 'assign' : cannot convert from '4-component vector of uint' to 'float' ERROR: 0:40: 'index0' : undeclared identifier ERROR: 0:40: 'b' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:40: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:40: 'g' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:40: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:40: '|' : wrong operand types no operation '|' exists that takes a left-hand operand of type 'float' and a right operand of type 'float' (or there is no acceptable conversion) ERROR: 0:40: 'r' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:40: '|' : wrong operand types no operation '|' exists that takes a left-hand operand of type 'float' and a right operand of type 'float' (or there is no acceptable conversion) ERROR: 0:42: 'assign' : implicit conversion between types not allowed in ES 2.0 ERROR: 0:42: 'assign' : cannot convert from '4-component vector of uint' to 'float' ERROR: 0:43: 'index1' : undeclared identifier ERROR: 0:43: 'b' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:43: '<<' : wrong operand types no operation '<<' exists that takes a
Miami Vice™ The Game v1.11.3 2021-09-12 Error in shader compilation: info: ERROR: 0:22: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:22: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:35: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:35: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:35: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:36: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:36: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:36: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:36: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:36: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:36: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:37: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:37: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:37: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:41: 'col' : undeclared identifier ERROR: 0:41: 'assign' : implicit conversion between types not allowed in ES 2.0 ERROR: 0:41: 'assign' : cannot convert from '4-component vector of uint' to 'float' ERROR: 0:42: 'index0' : undeclared identifier ERROR: 0:42: 'b' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:42: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:42: 'g' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:42: '<<' : wrong operand types no operation '<<' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:42: '|' : wrong operand types no operation '|' exists that takes a left-hand operand of type 'float' and a right operand of type 'float' (or there is no acceptable conversion) ERROR: 0:42: 'r' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:42: '|' : wrong operand types no operation '|' exists that takes a left-hand operand of type 'float' and a right operand of type 'float' (or there is no acceptable conversion) ERROR: 0:44: 'assign' : implicit conversion between types not allowed in ES 2.0 ERROR: 0:44: 'assign' : cannot convert from '4-component vector of uint' to 'float' ERROR: 0:45: 'index1' : undeclared identifier ERROR: 0:45: 'b' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:45: '<<' : wrong operand types no operation '<<' exists that takes a
Miami Vice™ The Game v1.11.3 2021-08-06 Branch in Jump delay slot at 0880d534 in block starting at 0880d520
Miami Vice™ The Game v1.11.3 2021-07-20 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
Miami Vice™ The Game v1.11.3 2021-07-13 sceKernelLoadModule: unsupported options size=00000014, flags=08826398, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.11.3 2021-07-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.10.3 2021-07-06 Error in shader program link: info: (unknown reason) fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01310044:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 MatUp:1 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Miami Vice™ The Game v1.10.3 2021-07-06 Error in shader program link: info: (unknown reason) fs: 00000000:0180d022 Tex TexAlpha 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310044:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 MatUp:1 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Miami Vice™ The Game v1.10.3 2021-07-06 Error in shader program link: info: (unknown reason) fs: 00000000:01800022 Tex TexAlpha 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310044:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 MatUp:1 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Miami Vice™ The Game v1.10.3 2021-07-06 Error in shader program link: info: (unknown reason) fs: 00000000:01800002 Tex 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310044:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 MatUp:1 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Miami Vice™ The Game v1.10.3 2021-07-06 Error in shader program link: info: (unknown reason) fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01110004:00000b18 HWX C T N Tex Light: 0: c:0 t:1 MatUp:1 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Miami Vice™ The Game v1.10.3 2021-07-06 Error in shader program link: info: (unknown reason) fs: 00000000:0180d022 Tex TexAlpha 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01110004:00000b18 HWX C T N Tex Light: 0: c:0 t:1 MatUp:1 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Miami Vice™ The Game v1.10.3 2021-07-06 Error in shader program link: info: (unknown reason) fs: 00000000:01800002 Tex 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01110004:00000b18 HWX C T N Tex Light: 0: c:0 t:1 MatUp:1 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Miami Vice™ The Game v1.10.3 2021-07-06 Error in shader program link: info: (unknown reason) fs: 00000000:01800022 Tex TexAlpha 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01110004:00000b18 HWX C T N Tex Light: 0: c:0 t:1 MatUp:1 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Miami Vice™ The Game v1.11.3 2021-07-03 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
Miami Vice™ The Game v1.11.3 2021-07-03 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
Miami Vice™ The Game v1.11.3 2021-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
Miami Vice™ The Game v1.11.3 2021-07-03 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Miami Vice™ The Game v1.11.3 2021-07-03 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
Miami Vice™ The Game v1.11.3 2021-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040
Miami Vice™ The Game v1.11.3 2021-07-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980
Miami Vice™ The Game v1.11.3 2021-06-25 sceKernelLoadModule: unsupported options size=00000014, flags=089a9560, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.11.3 2021-06-06 80630006=sceAtracSetData(2, 08b9d5c0, 00038000): invalid RIFF header
Miami Vice™ The Game v1.10.2 2021-06-02 80020001=sceKernelCreateSema(): invalid name
Miami Vice™ The Game v1.11.3 2021-08-05 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228844, firstSym=082286c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228854, firstSym=082286e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228858, firstSym=082286e8, varData=00000000, extra=00000000
Miami Vice™ The Game v1.11.3 2021-05-03 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.10.3 2021-04-06 Trying to relocate non-loaded section .debug_frame, ignoring
Miami Vice™ The Game v1.10.3 2021-04-06 Trying to relocate non-loaded section .debug_line, ignoring
Miami Vice™ The Game v1.10.3 2021-04-06 Trying to relocate non-loaded section .debug_info, ignoring
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpService': 0xbe22eea3
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpService': 0x788f2b5e
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpService': 0x75dacb57
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpService': 0x66c64821
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpService': 0x5f5e32af
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpService': 0x58251346
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpService': 0x4e851b10
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNp': 0xbb069a87
Miami Vice™ The Game v1.10.3 2021-03-25 Unknown syscall in known module 'sceNp': 0xa0be3c4b
Miami Vice™ The Game v1.11.3 2021-03-20 Video out requested, not supported: mode=0 size=0,0
Miami Vice™ The Game v1.11.3 2021-03-20 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.11.3 2021-03-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
Miami Vice™ The Game v1.11.2 2021-03-05 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464
Miami Vice™ The Game v1.11.2 2021-03-05 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
Miami Vice™ The Game v1.11.3 2021-09-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
Miami Vice™ The Game v1.11.2 2021-03-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Miami Vice™ The Game v1.11.2 2021-03-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
Miami Vice™ The Game v1.10.3 2021-02-07 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
Miami Vice™ The Game v1.10.3 2021-02-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352
Miami Vice™ The Game v1.10.3 2021-02-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907468
Miami Vice™ The Game v1.10.3 2021-02-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632
Miami Vice™ The Game v1.10.3 2021-02-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316544
Miami Vice™ The Game v1.10.3 2021-02-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
Miami Vice™ The Game v1.10.3 2021-02-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
Miami Vice™ The Game v1.11.3 2021-08-05 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.10.3 2021-02-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.11.3 2021-07-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.11.3 2021-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628
Miami Vice™ The Game v1.11.3 2021-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
Miami Vice™ The Game v1.11.3 2021-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464
Miami Vice™ The Game v1.10.3 2020-12-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771644
Miami Vice™ The Game v1.10.3 2020-12-29 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228644, firstSym=082284c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228654, firstSym=082284e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228658, firstSym=082284e8, varData=00000000, extra=00000000
Miami Vice™ The Game v1.11.3 2021-08-05 Crazy varData address 01011006, skipping rest of module
Miami Vice™ The Game v1.11.3 2021-08-05 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.10.3 2020-12-01 Render to texture with different strides 256 != 128
Miami Vice™ The Game v1.10.3 2020-10-20 sceKernelReleaseWaitThread(): Refusing to wake HLE-delayed thread, right thing to do?
Miami Vice™ The Game v1.10.3 2020-10-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
Miami Vice™ The Game v1.10.3 2020-10-12 GL ran out of GPU memory; switching to low memory mode
Miami Vice™ The Game v1.10.3 2020-09-28 sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.10.3 2020-09-28 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.11.3 2021-07-01 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.10.3 2020-08-30 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.10.3 2020-08-30 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfe54, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.10.3 2020-08-28 80630006=sceAtracSetDataAndGetID(08d75fe0, 00001000): invalid RIFF header
Miami Vice™ The Game v1.9.4 2021-09-08 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Miami Vice™ The Game v1.11.3 2021-08-20 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.11.3 2021-08-20 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.11.3 2021-08-20 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.11.3 2021-08-20 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.11.3 2021-08-05 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Miami Vice™ The Game v1.10.3 2021-02-07 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Miami Vice™ The Game v1.10.3 2021-02-07 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
Miami Vice™ The Game v1.10.3 2021-02-07 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Miami Vice™ The Game v1.10.3 2021-02-07 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
Miami Vice™ The Game v1.10.3 2021-02-07 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e