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| Game title |
Version |
Latest Report |
Message |
| Grand Theft Auto: Vice City Stories |
v1.14.2 |
2026-07-16 |
UI scissor out of bounds in SavedataScreen: 1413,412-0,66 / 1280,800 |
| Grand Theft Auto: Vice City Stories |
v1.14.2 |
2026-07-16 |
UI scissor out of bounds in SavedataScreen: 1413,343-0,66 / 1280,800 |
| Grand Theft Auto: Vice City Stories |
v1.14.2 |
2026-07-16 |
UI scissor out of bounds in SavedataScreen: 1413,274-0,66 / 1280,800 |
| Grand Theft Auto: Vice City Stories |
v1.14.2 |
2026-07-16 |
UI scissor out of bounds in SavedataScreen: 1413,205-0,66 / 1280,800 |
| Grand Theft Auto: Vice City Stories |
v1.14.2 |
2026-07-16 |
UI scissor out of bounds in SavedataScreen: 1413,135-0,66 / 1280,800 |
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-07-14 |
Branch in RSRTComp delay slot at 08b3cb5c in block starting at 08b3cb50 |
| Grand Theft Auto: Vice City Stories |
v1.14.1 |
2026-07-18 |
UI scissor out of bounds in DisplayLayoutScreen: 1299,0-341,721 / 1640,720 |
| Grand Theft Auto: Vice City Stories |
v1.14.1 |
2026-07-18 |
UI scissor out of bounds in DisplayLayoutScreen: 68,0-477,721 / 1640,720 |
| Grand Theft Auto: Vice City Stories |
v1.14.2 |
2026-07-13 |
UI scissor out of bounds in GameSettingsScreen: 344,0-1243,720 / 1600,688 |
| Grand Theft Auto: Vice City Stories |
v1.12.2 |
2026-07-13 |
80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data |
| Grand Theft Auto: Vice City Stories |
v1.12.3-1215-g3bf0c0088 |
2026-07-10 |
807f00fd=sceMp3Init(00000000): invalid sample rate v3 l3 rate 03 |
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-07-10 |
Branch in Jump delay slot at 09a72194 in block starting at 09a72188 |
| Grand Theft Auto: Vice City Stories |
v1.9.4 |
2026-07-04 |
Unexpected mpeg first timestamp: be11f14fd00 / 13061517016320 |
| Grand Theft Auto: Vice City Stories |
v1.9.0 |
2026-06-30 |
ReadFromHardware: Invalid address 113c735c near PC 08a9871c LR 08a9871c |
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-06-27 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00184000:0000d402 Tex TexAlpha Flat TFuncMod AlphaTest >
#version 100
// Driver: Mali-400 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:0000d402 Tex TexAlpha Flat TFuncMod AlphaTest >
uniform sampler2D tex;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
}
vs: 40000000:0000000a THR C Flat
|
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-06-27 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00194000:0000d400 TexAlpha Flat AlphaTest > TestDiscardToZero
#version 100
// Driver: Mali-400 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00194000:0000d400 TexAlpha Flat AlphaTest > TestDiscardToZero
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
void main() {
vec4 v = v_color0;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
}
vs: 40000000:0000000a THR C Flat
|
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-06-27 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00194000:0000d402 Tex TexAlpha Flat TFuncMod AlphaTest > TestDiscardToZero
#version 100
// Driver: Mali-400 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00194000:0000d402 Tex TexAlpha Flat TFuncMod AlphaTest > TestDiscardToZero
uniform sampler2D tex;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
}
vs: 40000000:0000000a THR C Flat
|
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-06-27 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00184000:00000400 TexAlpha Flat
#version 100
// Driver: Mali-400 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:00000400 TexAlpha Flat
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
void main() {
vec4 v = v_color0;
gl_FragColor = v;
}
vs: 40000000:0000000a THR C Flat
|
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-06-27 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00184000:0000d400 TexAlpha Flat AlphaTest >
#version 100
// Driver: Mali-400 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:0000d400 TexAlpha Flat AlphaTest >
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
void main() {
vec4 v = v_color0;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
}
vs: 40000000:0000000a THR C Flat
|
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2026-06-25 |
Branch in Jump delay slot at 09a904fc in block starting at 09a904f0 |
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-06-24 |
Branch in RSRTComp delay slot at 0880a728 in block starting at 0880a704 |
| Grand Theft Auto: Vice City Stories |
v1.15.4 |
2026-06-22 |
UNIMPL sceMpegAvcResourceGetAvcEsBuf(deadbeef) |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2026-06-14 |
ReadFromHardware: Invalid address 00000008 near PC 00000008 LR 00000008 |
| Grand Theft Auto: Vice City Stories |
v1.20.4-295-g9489a7176a |
2026-06-10 |
Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision
0:22: L0002: Undeclared variable 'gl_FragDepth'
40180000:0000d402 Tex TexAlpha TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0000d402 Tex TexAlpha TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65536.0) / 65536.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-295-g9489a7176a |
2026-06-10 |
Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision
0:28: L0002: Undeclared variable 'gl_FragDepth'
40190000:00209c22 Tex Fog LM TexAlpha Double TFuncMod AlphaTest < TestDiscardToZero FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40190000:00209c22 Tex Fog LM TexAlpha Double TFuncMod AlphaTest < TestDiscardToZero FragDepthClamp
uniform sampler2D tex;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65536.0) / 65536.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-295-g9489a7176a |
2026-06-10 |
Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision
0:28: L0002: Undeclared variable 'gl_FragDepth'
40180000:0020fc22 Tex Fog LM TexAlpha Double TFuncMod AlphaTest >= FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0020fc22 Tex Fog LM TexAlpha Double TFuncMod AlphaTest >= FragDepthClamp
uniform sampler2D tex;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65536.0) / 65536.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-295-g9489a7176a |
2026-06-10 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40190000:0020d402 Tex Fog TexAlpha TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40190000:0020d402 Tex Fog TexAlpha TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp
uniform sampler2D tex;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65536.0) / 65536.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-295-g9489a7176a |
2026-06-10 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:0020d402 Tex Fog TexAlpha TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0020d402 Tex Fog TexAlpha TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65536.0) / 65536.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-295-g9489a7176a |
2026-06-10 |
Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision
0:28: L0002: Undeclared variable 'gl_FragDepth'
40180000:0020dc22 Tex Fog LM TexAlpha Double TFuncMod AlphaTest > FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:0020dc22 Tex Fog LM TexAlpha Double TFuncMod AlphaTest > FragDepthClamp
uniform sampler2D tex;
uniform sampler2D testtex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65536.0) / 65536.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4-295-g9489a7176a |
2026-06-10 |
Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision
0:25: L0002: Undeclared variable 'gl_FragDepth'
40180000:00200c22 Tex Fog LM TexAlpha Double TFuncMod FragDepthClamp
#version 100
// Driver: Mali-450 MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40180000:00200c22 Tex Fog LM TexAlpha Double TFuncMod FragDepthClamp
uniform sampler2D tex;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
varying vec2 v_zw;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
highp float projZ = v_zw.x / v_zw.y;
gl_FragDepth = clamp(projZ, 0.0, 65536.0) / 65536.0;
}
|
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-06-09 |
WriteToHardware: Invalid address 42c8031c near PC 08b26044 LR 08a3d724 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2026-06-08 |
Vertices without position found: (12413c3d) [12413c3d] P: ? N: s8 C: 8888 T: u8 W: u16 (5x) I: ? (24b) |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2026-06-08 |
Vertices without position found: (04413c3d) [04413c3d] P: ? N: s8 C: 8888 T: u8 W: u16 (5x) I: ? (24b) |
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-06-06 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:18: error(#61) Required extension is not found. Extension "GL_EXT_blend_func_extended" is not supported
ERROR: error(#273) 1 compilation errors. No code generated
10180000:02200002 Tex Fog FragUber StenToAlphaDual StenUniform TFuncMod
#version 310 es
#extension GL_EXT_blend_func_extended : require
// Driver: Adreno (TM) 640 - GLSL 310
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10180000:02200002 Tex Fog FragUber StenToAlphaDual StenUniform TFuncMod
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-06-06 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:18: error(#61) Required extension is not found. Extension "GL_EXT_blend_func_extended" is not supported
ERROR: error(#273) 1 compilation errors. No code generated
10180000:0220d002 Tex Fog FragUber StenToAlphaDual StenUniform TFuncMod AlphaTest >
#version 310 es
#extension GL_EXT_blend_func_extended : require
// Driver: Adreno (TM) 640 - GLSL 310
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10180000:0220d002 Tex Fog FragUber StenToAlphaDual StenUniform TFuncMod AlphaTest >
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
|
| Grand Theft Auto: Vice City Stories |
v1.20.4 |
2026-06-04 |
Branch in Jump delay slot at 098da660 in block starting at 098da620 |
| Grand Theft Auto: Vice City Stories |
v1.8.0 |
2026-05-23 |
Branch in Jump delay slot at 08c43164 in block starting at 08c42080 |
| Grand Theft Auto: Vice City Stories |
v1.8.0 |
2026-05-23 |
MIPSCompileOp: Invalid instruction f30c02bf |
| Grand Theft Auto: Vice City Stories |
v1.8.0 |
2026-05-23 |
MIPSCompileOp: Invalid instruction 0456ff8c |
| Grand Theft Auto: Vice City Stories |
v1.8.0 |
2026-05-23 |
WriteToHardware: Invalid address 00000e48 near PC 08c43080 LR 08c42080 |
| Grand Theft Auto: Vice City Stories |
v1.8.0 |
2026-05-23 |
MIPSCompileOp: Invalid instruction f3d5022e |
| Grand Theft Auto: Vice City Stories |
v1.8.0 |
2026-05-23 |
MIPSCompileOp: Invalid instruction f3420263 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-05-15 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10184000:0000d002 Tex Flat FragUber TFuncMod AlphaTest >
vs: 40000000:0000000a THR C Flat
#version 320 es
// Driver: PowerVR Rogue GE8300 - GLSL 320
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;
flat 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 |
v1.8.0 |
2026-05-15 |
ReadFromHardware: Invalid address 00018044 near PC 00018044 LR 00018044 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-05-05 |
Bad bounding box data: 000101 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-05-05 |
Truncating vertex count from 65486 to 21845 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-05-05 |
VTYPE with morph used: THRU=0 TC=0 COL=0 POS=0 NRM=1 WT=0 NW=1 IDX=0 MC=5 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-05-05 |
Drawing region rate add non-zero: 04e8, 013f of 0003, 0000 |
| Grand Theft Auto: Vice City Stories |
v1.6.3 |
2026-05-02 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000382 Tex TClampST TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
float mymod(float a, float b) { return a - b * floor(a / b); }
void main() {
vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:00000012 THR Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| Grand Theft Auto: Vice City Stories |
v1.11.2-917-g89e70c319 |
2026-04-30 |
Unexpected mpeg first timestamp: bcc32cefb20 / 12971653659424 |
| Grand Theft Auto: Vice City Stories |
v1.6.3 |
2026-04-29 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
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);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000914 HWX T Fog Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Grand Theft Auto: Vice City Stories |
v1.9.4 |
2026-04-26 |
Jump to invalid address: 051a0014 |
| Grand Theft Auto: Vice City Stories |
v1.14.1 |
2026-04-19 |
UI scissor out of bounds in GameSettingsScreen: 279,0-991,544 / 1217,544 |
| Grand Theft Auto: Vice City Stories |
v1.14.1 |
2026-04-19 |
UI scissor out of bounds in GameSettingsScreen: 352,0-1247,720 / 1532,720 |
| Grand Theft Auto: Vice City Stories |
v1.9.4 |
2026-04-18 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-04-15 |
Error in shader compilation: info: INTERNAL ERROR: no main() function!
ERROR: 0 compilation errors. No code generated.
00000000:00000920 HWX T Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: Adreno (TM) 510 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000920 HWX T Cull
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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 mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| Grand Theft Auto: Vice City Stories |
v1.12.3 |
2026-04-05 |
WriteToHardware: Invalid address 42c8082c near PC 0884d330 LR 08b19d64 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-04-03 |
Branch in Jump delay slot at 098cb170 in block starting at 098cb130 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-03-28 |
Branch in RSZeroComp delay slot at 4440002c in block starting at 4440002c |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-03-28 |
Branch in Jump delay slot at 44400024 in block starting at 443fb478 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-03-28 |
MIPSCompileOp: Invalid instruction 9e128000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-03-28 |
MIPSCompileOp: Invalid instruction 44baa4af |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-03-28 |
MIPSCompileOp: Invalid instruction 4aa555bf |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790f8 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79114 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790fc in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79110 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79100 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79108 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79104 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79118 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b7910c in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790f4 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790e0 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790d0 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790ec in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790e4 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790d4 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790e8 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790c8 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790f0 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790c4 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790cc in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790c0 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790bc in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790b0 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790a8 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790b8 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790ac in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790a0 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b7909c in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79070 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b7907c in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79088 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79094 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79090 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b790a4 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79064 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b79098 in block starting at 08b78f80 |
| Grand Theft Auto: Vice City Stories |
v1.20.3 |
2026-03-27 |
Branch in Jump delay slot at 08b7908c in block starting at 08b78f80 |