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Game title |
Version |
Latest Report |
Message |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-26 |
ReadFromHardware: Invalid address 011f8575 near PC 089e417c LR 089e417c |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-22 |
sceNetAdhocMatchingInit(32768) at 08812da4 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-24 |
Vertices without position found: (04000000) P: ? (3b) |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-22 |
Vertices without position found: (12000000) P: ? (3b) |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-20 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000014c, pos=0, access=1, data=2, text=2 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-20 |
WriteToHardware: Invalid address 0000022c near PC 0886589c LR 08abc208 |
Grand Theft Auto: Vice City Stories |
v1.8.0 |
2024-07-18 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
--NATIVE-DATA-BOUNDARY-1 JY��Ηpm��� E 47�@ =�N�I)"����������ѰS���
r�1��0 h: 119
Content-Transfer-Encoding: binary
avcodec_decode_audio4: Error decoding audio %d / %08xavcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Grand Theft Auto: Vice City Stories |
v1.11.2 |
2024-07-17 |
WriteToHardware: Invalid address 42c805d4 near PC 088b4448 LR 088b4448 |
Grand Theft Auto: Vice City Stories |
v1.11.2 |
2024-07-14 |
WriteToHardware: Invalid address 00000030 near PC 089b9e20 LR 089b9e20 |
Grand Theft Auto: Vice City Stories |
v1.11.2 |
2024-07-14 |
WriteToHardware: Invalid address 0000027c near PC 089b9e20 LR 089b9e20 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-14 |
80630006=sceAtracSetDataAndGetID(098b6100, 00014000): invalid RIFF header |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-14 |
80630006=sceAtracSetDataAndGetID(098a2080, 00014000): invalid RIFF header |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-14 |
80630006=sceAtracSetDataAndGetID(09885fc0, 00014000): invalid RIFF header |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-13 |
Branch in Jump delay slot at 08e95620 in block starting at 08e95608 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-13 |
Branch in Jump delay slot at 08e9561c in block starting at 08e95608 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-13 |
Branch in Jump delay slot at 08e95618 in block starting at 08e95608 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-13 |
WriteToHardware: Invalid address 000004e4 near PC 088b3060 LR 088b3f84 |
Grand Theft Auto: Vice City Stories |
v1.14.4 |
2024-07-12 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:138: 'comp' : redefinition
ERROR: 0:139: 'type' : redefinition
ERROR: 0:187: 'comp' : redefinition
ERROR: 0:188: 'type' : redefinition
ERROR: 0:236: 'comp' : redefinition
ERROR: 0:237: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
03000000:c1c00b31 HWX T N LM Tex Bones:8 Light: LightUberShader WScale 1 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))
// 03000000:c1c00b31 HWX T N LM Tex Bones:8 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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_light |
Grand Theft Auto: Vice City Stories |
v1.17.3 |
2024-07-09 |
WriteToHardware: Invalid address 0000022c near PC 08a9e9d8 LR 08a9e9d8 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-07 |
Unexpected mpeg first timestamp: ed56982ef58 / 16309761011544 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-06 |
ReadFromHardware: Invalid address 00000028 near PC 00000028 LR 00000028 |
Grand Theft Auto: Vice City Stories |
v1.15.3 |
2024-07-02 |
WriteToHardware: Invalid address 000004e4 near PC 08a3d7fc LR 08a3d13c |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-23 |
ReadFromHardware: Invalid address 95b40661 near PC 95b40661 LR 08ae2464 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-22 |
ReadFromHardware: Invalid address cc1df7ca near PC cc1df7ca LR 08ae2464 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-22 |
WriteToHardware: Invalid address 0000022c near PC 08a096f8 LR 08a09588 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a0e0f8, pos=0, access=1, data=1, text=1 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cd1630, pos=0, access=1, data=2, text=2 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cd1630, pos=0, access=1, data=1, text=1 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-22 |
Jump to invalid address: 0e900000 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-19 |
WriteToHardware: Invalid address 000004e4 near PC 088b0eac LR 088b483c |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-19 |
WriteToHardware: Invalid address 0000027c near PC 088960f0 LR 0889614c |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-06-17 |
WriteToHardware: Invalid address 0000022c near PC 08aac714 LR 08aac714 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-13 |
WriteToHardware: Invalid address 000005d4 near PC 08aecd4c LR 08aecd28 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-13 |
WriteToHardware: Invalid address 00000224 near PC 08a096c4 LR 08a095ec |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-13 |
Branch in Jump delay slot at 09aa6bf8 in block starting at 09aa6b68 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-13 |
Jump to invalid address: 0689bc00 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-13 |
Jump to invalid address: 068e8e40 |
Grand Theft Auto: Vice City Stories |
v1.15.4 |
2024-06-12 |
Unknown GetPointerWrite deadbeef PC 08869464 LR 0886946c |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-12 |
Could not setup streams, unexpected stream count: 13463 |
Grand Theft Auto: Vice City Stories |
v1.17.1-669-gd298c6f6f5 |
2024-06-07 |
Error in shader program link: info: WARNING: Could not find vertex shader attribute 'w2' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'color1' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'w1' to match BindAttributeLocation request.
WARNING: Output of vertex shader 'v_fogdepth' not read by fragment shader
ERROR: Input of fragment shader 'v_color0' differs in type/qualifiers to that written by vertex shader
WARNING: Output of vertex shader 'v_texcoord' not read by fragment shader
ERROR: Input of fragment shader 'v_color0' not written by vertex shader
fs: 00184000:00000400 TexAlpha Flat
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Apple A7 GPU - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:00000400 TexAlpha Flat
flat in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
fragColor0 = v;
}
vs: 40000000:0000000a THR C Flat
#version 300 es
// Driver: Apple A7 GPU - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:0000000a THR C Flat
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
Grand Theft Auto: Vice City Stories |
v1.16.6 |
2024-06-06 |
WriteToHardware: Invalid address 00000030 near PC 08ad4878 LR 08ad5660 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-05 |
Unexpected mpeg first timestamp: 4f7454d554c / 5460066129228 |
Grand Theft Auto: Vice City Stories |
v1.10.3-1207-ge01d53870 |
2024-06-02 |
Error in shader compilation: info: 0:1: L0001: Unknown character '`'(96)
0:1: L0001: Unknown character '`'(96)
0:1: L0001: Unknown character '�'(144)
0:3: P0001: #endif directive found outside if-section
0:1: L0001: Typename expected, found '2'
thin3d
`2ē�2ēL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
void main() { gl_FragColor = oColor0; }
|
Grand Theft Auto: Vice City Stories |
v1.10.3-1207-ge01d53870 |
2024-06-01 |
Error in shader compilation: info: 0:1: L0001: Unknown character '�'(160)
0:1: L0001: Unknown character '�'(160)
0:3: P0001: #endif directive found outside if-section
0:1: L0001: Typename expected, found 'Z�`'
0:1: L0001: Expected identifier, found '['
thin3d
�Z�`[�L_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
void main() { gl_FragColor = oColor0; }
|
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-06-01 |
WriteToHardware: Invalid address 00000224 near PC 08a99534 LR 00000002 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-31 |
WriteToHardware: Invalid address 00000030 near PC 08afeb94 LR 08afeb94 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
MIPSCompileOp: Invalid instruction 00548778 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
WriteToHardware: Invalid address ffffdf2e near PC 088ba9c0 LR 088ba99c |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
Unknown instruction 05ffc100 at 080f5eb0 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
Unknown instruction 002cfc30 at 080f5e9c |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
Unknown instruction 0005f668 at 080f5e94 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
Unknown instruction 00003333 at 080f5e88 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
Unknown instruction 7485cd8a at 088ba9e8 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
Unknown instruction b4c9c008 at 088ba9cc |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
Unknown instruction 9c4c356f at 088ba9c0 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
Unknown instruction 0705432f at 088ba9c0 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
WriteToHardware: Invalid address efa90415 near PC 08a317b8 LR 08a31774 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
Unknown GE command : b6102047 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-20 |
80630006=sceAtracSetDataAndGetID(08acd000, 00001020): invalid RIFF header |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-14 |
__KernelStopThread: thread 310 does not exist (ApctlThread deleted) |
Grand Theft Auto: Vice City Stories |
v1.14.2 |
2024-05-10 |
UI scissor out of bounds in SavedataScreen: 1755,204-0,99 / 1600,720 |
Grand Theft Auto: Vice City Stories |
v1.14.2 |
2024-05-10 |
UI scissor out of bounds in SavedataScreen: 1755,100-0,99 / 1600,720 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-09 |
WriteToHardware: Invalid address 0000027c near PC 08a3d944 LR 08a3d724 |
Grand Theft Auto: Vice City Stories |
v1.15.4 |
2024-05-09 |
__KernelStopThread: thread 367 does not exist (helper deleted) |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-09 |
Branch in Jump delay slot at 098ddaa0 in block starting at 098dda60 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-09 |
Jump to invalid address: 06911200 |
Grand Theft Auto: Vice City Stories |
v1.9.0 |
2024-05-07 |
MIPSCompileOp: Invalid instruction 40b3294e |
Grand Theft Auto: Vice City Stories |
v1.9.0 |
2024-05-07 |
MIPSCompileOp: Invalid instruction ef048000 |
Grand Theft Auto: Vice City Stories |
v1.9.0 |
2024-05-07 |
MIPSCompileOp: Invalid instruction eef48000 |
Grand Theft Auto: Vice City Stories |
v1.13.1-547-g9f4a84945 |
2024-05-04 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04000000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04178000/512(8888) Z:04000000/512 X:0 Y:0 reint: false]
[COLOR seq:89 C:04000000/64(565) Z:04128000/512 X:0 Y:0 reint: false]
|
Grand Theft Auto: Vice City Stories |
v1.13.1-547-g9f4a84945 |
2024-05-04 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04000000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04178000/512(8888) Z:04000000/512 X:0 Y:0 reint: false]
[COLOR seq:1502 C:04000000/64(565) Z:04128000/512 X:0 Y:0 reint: false]
|
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-02 |
WriteToHardware: Invalid address 000004e4 near PC 08a6719c LR 08b0bb90 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-01 |
Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul'
0:391: L0001: Expected literal or '(', got 'else'
postshader
#ifdef GL_ES
precision mediump float;
#endif
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 1.0 //Default: 1.0
#define contrast 1.0 //Default: 1.0 //negative will be... well negative;p
#define red 1.0 //Default: 1.0
#define green 1.0 //Default: 1.0
#define blue 1.0 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.0 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#define SL |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-01 |
Error in shader program link: info: L0010 Uniform 'u_texelDelta' differ on precision
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
//Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions.
//Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other).
// Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed.
//======================================================================================================================================================================
//SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res
//================
#define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
//SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
//UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest"
//Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically
//================
#define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below
#define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details
//================
#define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution
#define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness
//================
//OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define MIKU 0 //Hatsune<3 this is an optional bloom filter for all those pale anime faces which get white otherwise:P tested on Miku in white dress
#define samples 3 //Default: 4 /higher = more glow, worse performance
#define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality
#define Bpower 1.0 //Default: 1.0 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //Default: 0.5 /strenght of the effect
//================
#define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects
#define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above
//================
#define ACART |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-04-28 |
WriteToHardware: Invalid address 0000027c near PC 08b64ed4 LR 08b64eb8 |
Grand Theft Auto: Vice City Stories |
v1.14.1 |
2024-04-27 |
UI scissor out of bounds in GamePauseScreen: 650,40-400,1880 / 1920,1080 |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-04-25 |
An uneaten prefix at end of block: 08aac38c |
Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-04-23 |
80630007=sceAtracSetData(2, 08bd5600, 00010000): atracID uses different codec type than data |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 03040310 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100cc in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02ecd2e0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100c8 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 03146480 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100c4 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 030402e0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100c0 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02eccf90 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100bc in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314c080 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100b8 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 030402b0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100b4 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100b0 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314bfe0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100ac in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100a8 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02ecc8f0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100a4 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100a0 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 03040250 |