Recent logs - Miami Vice™ The Game

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Game title Version Latest Report Message
Miami Vice™ The Game v1.12.3 2022-05-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Miami Vice™ The Game v1.12.3 2022-05-18 GE Interrupt: newState might be 1
Miami Vice™ The Game v1.12.3 2022-05-18 GE Interrupt: newState might be 0
Miami Vice™ The Game v1.10.3 2022-05-16 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/0c120e1d, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/68d42328, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/9553cc91, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/5b70fcc1, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/5f457515, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/7c0e7ac3, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/4e624a34, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/971a3a90, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/a83f7113, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/0ba514e5, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/7491c438, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/eaed89cd, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/bd8ae0d8, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/76d3aeba, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/4bc9bde0, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/1e6d9013, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/28240568, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 Ignoring func export scePsmf/c7db3a5b, already implemented in HLE.
Miami Vice™ The Game v1.10.3 2022-05-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296812
Miami Vice™ The Game v1.10.3 2022-05-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776
Miami Vice™ The Game v1.10.3 2022-05-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
Miami Vice™ The Game v1.10.3 2022-05-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816
Miami Vice™ The Game v1.10.3 2022-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Miami Vice™ The Game v1.12.3 2022-04-26 Unexpected mpeg first timestamp: 65249249249 / 6950484218441
Miami Vice™ The Game v1.12.3 2022-04-26 Unexpected mpeg first timestamp: cddce846698 / 14146792089240
Miami Vice™ The Game v1.12.3 2022-04-26 Unexpected mpeg first timestamp: 3fa890d377d / 4374576052093
Miami Vice™ The Game v1.11.3 2022-04-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759344
Miami Vice™ The Game v1.12.3 2022-04-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Miami Vice™ The Game v1.12.3 2022-04-16 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Miami Vice™ The Game v1.12.3 2022-05-12 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Miami Vice™ The Game v1.12.3 2022-05-12 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Miami Vice™ The Game v1.12.3 2022-01-30 Unexpected mpeg first timestamp: 2eda21f94d2 / 3219650483410
Miami Vice™ The Game v1.12.3 2022-01-30 Unexpected mpeg first timestamp: 533423b0000 / 5717712633856
Miami Vice™ The Game v1.12.3 2022-01-30 Unexpected mpeg first timestamp: d7e79c1cdb / 927303736539
Miami Vice™ The Game v1.12.3 2022-01-27 Unexpected mpeg first timestamp: ed6da0b7d80 / 16315943976320
Miami Vice™ The Game v1.12.3 2022-01-27 Unexpected mpeg first timestamp: cb72d60b55c / 13980879861084
Miami Vice™ The Game v1.12.3 2022-01-27 Unexpected mpeg first timestamp: df8fa8954e9 / 15363006354665
Miami Vice™ The Game v1.11.3 2022-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.12.3 2022-01-14 ReadFCR: Unexpected reg 21
Miami Vice™ The Game v1.12.3 2022-01-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.12.3 2022-01-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.12.3 2021-12-14 __KernelStopThread: thread 306 does not exist
Miami Vice™ The Game v1.12.3 2021-12-14 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
Miami Vice™ The Game v1.12.3 2021-12-03 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
Miami Vice™ The Game v1.12.3 2021-12-03 FBO created from existing depthbuffer as color, 04088000/00000000 and 040ec000/04088000
Miami Vice™ The Game v1.12.3 2021-12-03 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Miami Vice™ The Game v1.12.3 2021-11-30 sceKernelLoadModule: unsupported options size=00000014, flags=088620a0, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.12.3 2021-11-23 Unexpected mpeg first timestamp: b83dd9eacf / 791311674063
Miami Vice™ The Game v1.12.3 2021-11-23 Unexpected mpeg first timestamp: cb9d5afbeb3 / 13992293547699
Miami Vice™ The Game v1.12.3 2021-11-23 Unexpected mpeg first timestamp: 4e082c05200 / 5362312827392
Miami Vice™ The Game v1.12.2 2021-11-21 Video end without audio end, potentially skipping some audio?
Miami Vice™ The Game v1.12.3 2021-11-07 sceUtilityMsgDialogInitStart: invalid status
Miami Vice™ The Game v1.12.3 2021-11-06 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.12.3 2021-11-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.12.3 2021-11-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.12.3 2021-11-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145269936
Miami Vice™ The Game v1.12.3 2021-11-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145257684
Miami Vice™ The Game v1.12.3 2021-11-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432
Miami Vice™ The Game v1.12.3 2021-11-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070
Miami Vice™ The Game v1.12.3 2021-11-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468
Miami Vice™ The Game v1.12.3 2021-10-31 Unexpected mpeg first timestamp: 8e541cdad11 / 9780744531217
Miami Vice™ The Game v1.12.3 2021-10-31 Unexpected mpeg first timestamp: f950046403 / 1070789321731
Miami Vice™ The Game v1.12.3 2022-05-12 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.12.2 2022-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
Miami Vice™ The Game v1.12.3 2022-01-17 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
Miami Vice™ The Game v1.12.3 2022-01-17 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 2022-01-14 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 2022-01-14 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 v1.12.3 2022-03-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
Miami Vice™ The Game v1.12.3 2022-03-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Miami Vice™ The Game v1.12.3 2022-03-20 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