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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] |