Recent logs - Grand Theft Auto: Chinatown Wars

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Game title Version Latest Report Message
Grand Theft Auto: Chinatown Wars v1.10.3 2024-09-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.17.1 2024-04-13 Unknown GetPointerWrite 00000000 PC 089dfca4 LR 089dfcb8
Grand Theft Auto: Chinatown Wars v1.13.2-1944-g3e481634a 2024-03-31 Attempting to texture from current render target (src=04088000 / target=04088000 / flags=7), making a copy
Grand Theft Auto: Chinatown Wars v1.13.2-1944-g3e481634a 2024-03-03 avcodec_send_packet: Error decoding audio -1163346256 / baa8beb0
Grand Theft Auto: Chinatown Wars v1.4.2 2023-12-03 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r2p1_05rel0 [Revision 96995]. / code: #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; toLight = u_lightpos0; mediump float dot0 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * dot0; dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot0 > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot1 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * dot1; dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot1 > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot2 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * dot2; dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot2 > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; mediump float dot3 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * dot3; dot3 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot3 > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(dot3, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Grand Theft Auto: Chinatown Wars v1.11.3 2023-09-15 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00260038
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00260037
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0026001f
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0026001e
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0025003b
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0025003a
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00250039
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00250038
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00250037
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0024003b
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0024003a
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00240039
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00240038
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00240037
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0023003f
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0023003e
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0022003f
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0022003e
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 001f003f
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 001f003e
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 001f003d
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 001f003c
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 001e003f
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 001e003e
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 001e003d
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 001e003c
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0019003d
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0019003c
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0019003b
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0019003a
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00190029
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00190028
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0018003d
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0018003c
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0018003b
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0018003a
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00180029
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00180028
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0017003d
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0017003c
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0017003b
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0017003a
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00170029
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00170028
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0016003d
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0016003c
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0016003b
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0016003a
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00160029
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00160028
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 00000001
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 BREAK instruction hit
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 0000014e
Grand Theft Auto: Chinatown Wars v1.12.3 2023-09-08 MIPSCompileOp: Invalid instruction 000004d5
Grand Theft Auto: Chinatown Wars v1.13.2-1944-g3e481634a 2024-09-13 avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7
Grand Theft Auto: Chinatown Wars v1.14.4 2023-08-13 Jump to invalid address: 02e0c5d0
Grand Theft Auto: Chinatown Wars v1.15.4 2023-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0)
Grand Theft Auto: Chinatown Wars v1.15.4 2023-07-31 Unimplemented HLE function Kprintf
Grand Theft Auto: Chinatown Wars v1.15.4 2023-07-31 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
Grand Theft Auto: Chinatown Wars v1.15.4 2023-07-31 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.15.4 2023-07-31 sceKernelLoadModule: unsupported options size=00000014, flags=ffffdeec, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.15.4 2023-06-25 __KernelStopThread: thread 392 does not exist (helper deleted)
Grand Theft Auto: Chinatown Wars v1.12.3 2023-05-09 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/00000000
Grand Theft Auto: Chinatown Wars v1.14.4 2023-03-16 Unknown GetPointerWrite 00000000 PC 089daa6c LR 089daa80
Grand Theft Auto: Chinatown Wars v1.12.3 2023-01-17 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=0, text=0
Grand Theft Auto: Chinatown Wars v1.14.4 2023-01-14 Texture cache ran out of GPU memory; switching to low memory mode
Grand Theft Auto: Chinatown Wars v1.14.1 2023-01-09 UI scissor out of bounds in SavedataScreen: 1908,349-0,112 / 1722,816
Grand Theft Auto: Chinatown Wars v1.14.1 2023-01-09 UI scissor out of bounds in SavedataScreen: 1908,231-0,112 / 1722,816
Grand Theft Auto: Chinatown Wars v1.14.1 2023-01-09 UI scissor out of bounds in SavedataScreen: 1908,113-0,112 / 1722,816
Grand Theft Auto: Chinatown Wars v1.14.1 2023-01-09 UI scissor out of bounds in SavedataScreen: 1948,349-0,112 / 1722,816
Grand Theft Auto: Chinatown Wars v1.14.1 2023-01-09 UI scissor out of bounds in SavedataScreen: 1948,231-0,112 / 1722,816
Grand Theft Auto: Chinatown Wars v1.14.1 2023-01-09 UI scissor out of bounds in SavedataScreen: 1948,113-0,112 / 1722,816
Grand Theft Auto: Chinatown Wars v1.14.1 2023-01-07 UI scissor out of bounds in SavedataScreen: 1900,349-0,112 / 1722,816
Grand Theft Auto: Chinatown Wars v1.13.2 2022-12-12 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.13.2 2024-09-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.10.3 2022-12-06 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
Grand Theft Auto: Chinatown Wars v1.10.3 2022-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.10.3 2022-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=08af0100, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.10.3 2022-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=08c03ab0, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.10.3 2022-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=08c03ab0, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.13.2 2022-11-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Grand Theft Auto: Chinatown Wars v1.13.2 2022-11-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
Grand Theft Auto: Chinatown Wars v1.10.3 2022-11-21 sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.10.3 2022-11-21 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-21 D3D error in shader compilation: info: D:\360????????????\ppsspp\Shader@0x1170D978(102,16-55): error X4505: maximum temp register index exceeded D:\360????????????\ppsspp\Shader@0x1170D978(102,12-69): error X4505: maximum temp register index exceeded D:\360????????????\ppsspp\Shader@0x1170D978(146,16-55): error X4505: maximum temp register index exceeded D:\360????????????\ppsspp\Shader@0x1170D978(146,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat2 float2x2 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightatt3 : register(c35); vec3 u_lightdir3 : register(c31); vec4 u_lightangle_spotCoef3 : register(c39); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_depthRange : register(c52); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; }
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-21 D3D error in shader compilation: info: D:\360????????????\ppsspp\Shader@0x11D19540(101,16-55): error X4505: maximum temp register index exceeded D:\360????????????\ppsspp\Shader@0x11D19540(101,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat2 float2x2 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec2 u_fogcoef : register(c18); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_depthRange : register(c52); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; vec4 gl_Position : POSITION; }; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(no
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.12.3 2022-10-08 sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid)
Grand Theft Auto: Chinatown Wars v1.14.1 2023-05-01 sceKernelCreateThread(name=GTACTW.PPSSPP.FusionMod): unsupported attributes 00001007
Grand Theft Auto: Chinatown Wars v1.11.3 2022-09-05 D3D error in shader compilation: info: D:\Game\Simulator\PPSSPP\Shader@0x00000235151281E0(123,16-55): error X4505: maximum temp register index exceeded D:\Game\Simulator\PPSSPP\Shader@0x00000235151281E0(123,12-69): error X4505: maximum temp register index exceeded / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) vec3(x, x, x) #define lowp #define mediump #define highp #pragma warning( disable : 3571 ) mat4 u_proj : register(c0); vec4 u_matambientalpha : register(c20); mat3x4 u_world : register(c11); mat3x4 u_view : register(c8); vec4 u_uvscaleoffset : register(c17); vec3 u_lightpos0 : register(c24); vec3 u_lightambient0 : register(c48); vec3 u_lightdiffuse0 : register(c40); vec3 u_lightspecular0 : register(c44); vec3 u_lightpos1 : register(c25); vec3 u_lightatt1 : register(c33); vec3 u_lightdir1 : register(c29); vec4 u_lightangle_spotCoef1 : register(c37); vec3 u_lightambient1 : register(c49); vec3 u_lightdiffuse1 : register(c41); vec3 u_lightspecular1 : register(c45); vec3 u_lightpos2 : register(c26); vec3 u_lightatt2 : register(c34); vec3 u_lightdir2 : register(c30); vec4 u_lightangle_spotCoef2 : register(c38); vec3 u_lightambient2 : register(c50); vec3 u_lightdiffuse2 : register(c42); vec3 u_lightspecular2 : register(c46); vec3 u_lightpos3 : register(c27); vec3 u_lightambient3 : register(c51); vec3 u_lightdiffuse3 : register(c43); vec3 u_lightspecular3 : register(c47); vec4 u_ambient : register(c19); vec3 u_matdiffuse : register(c21); vec4 u_matspecular : register(c22); vec3 u_matemissive : register(c23); vec4 u_cullRangeMin : register(c80); vec4 u_cullRangeMax : register(c81); struct VS_IN { vec2 texcoord : TEXCOORD0; vec3 normal : NORMAL; vec3 position : POSITION; }; struct VS_OUT { vec3 v_texcoord : TEXCOORD0; vec4 v_color0 : COLOR0; vec3 v_color1 : COLOR1; vec4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; vec2 texcoord = In.texcoord; vec3 normal = In.normal; vec3 position = In.position; vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toL
Grand Theft Auto: Chinatown Wars v1.10-6-g8ac4efd3c 2022-09-03 Savedata version requested: 3
Grand Theft Auto: Chinatown Wars v1.13.2 2023-04-29 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false]
Grand Theft Auto: Chinatown Wars v1.17.4-1 2024-09-16 sceNetAdhocMatchingInit(13620) at 08ae0180
Grand Theft Auto: Chinatown Wars v1.13.2 2023-05-06 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false]