Recent logs - Grand Theft Auto: Vice City Stories

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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