Recent logs - Grand Theft Auto: Vice City Stories

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Game title Version Latest Report Message
Grand Theft Auto: Vice City Stories v1.17.1 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-1J Y��Ηpm���E47�@=�N�I)"����������ѰS��� r� 1��0h: 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