Recent logs - Grand Theft Auto: Chinatown Wars

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Game title Version Latest Report Message
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 2022-12-12 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\[email protected](102,16-55): error X4505: maximum temp register index exceeded D:\360????????????\ppsspp\[email protected](102,12-69): error X4505: maximum temp register index exceeded D:\360????????????\ppsspp\[email protected](146,16-55): error X4505: maximum temp register index exceeded D:\360????????????\ppsspp\[email protected](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\[email protected](101,16-55): error X4505: maximum temp register index exceeded D:\360????????????\ppsspp\[email protected](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 2023-03-22 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\[email protected](123,16-55): error X4505: maximum temp register index exceeded D:\Game\Simulator\PPSSPP\[email protected](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 2023-03-03 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 v1.13.1 2022-12-13 sceNetAdhocMatchingInit(13620) at 08ae0180
Grand Theft Auto: Chinatown Wars v1.13.2 2023-03-11 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]
Grand Theft Auto: Chinatown Wars v1.12.3 2022-06-25 WriteToHardware: Invalid address 12345840 near PC 08000000 LR 08000000
Grand Theft Auto: Chinatown Wars v1.12.3 2022-06-10 ReadFromHardware: Invalid address 0000004b near PC 0886a024 LR 0886a018
Grand Theft Auto: Chinatown Wars v1.12.3 2022-06-10 ReadFromHardware: Invalid address 00000047 near PC 0886a024 LR 0886a018
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-10 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-10 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-10 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-10 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.12.3 2022-02-20 ReadFromHardware: Invalid address 000000d6 near PC 000000d6 LR 000000d6
Grand Theft Auto: Chinatown Wars v1.12.3 2022-02-20 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088b458c
Grand Theft Auto: Chinatown Wars v1.12.3 2022-12-06 Loading file directly instead of using handlers: disc0:/PSP_GAME/USRDIR/MGP.PGF
Grand Theft Auto: Chinatown Wars v1.5.4-998-g08f26439c 2022-01-09 WriteToHardware: Invalid address fffffffc near PC 08a89610 LR 08a897c8
Grand Theft Auto: Chinatown Wars v1.5.4-998-g08f26439c 2022-01-09 ReadFromHardware: Invalid address 00000006 near PC 08a896bc LR 089f7030
Grand Theft Auto: Chinatown Wars v1.5.4-998-g08f26439c 2022-01-09 ReadFromHardware: Invalid address 00000000 near PC 08974bb4 LR 08974bac
Grand Theft Auto: Chinatown Wars v1.5.4-998-g08f26439c 2022-01-09 ReadFromHardware: Invalid address 00000004 near PC 08974b40 LR 08974bac
Grand Theft Auto: Chinatown Wars v1.11.3 2021-09-18 00000000=sceDisplaySetHoldMode(00000001): unsupported
Grand Theft Auto: Chinatown Wars v1.11.3 2021-09-18 Unknown GE command : 11ffffff
Grand Theft Auto: Chinatown Wars v1.11.3 2021-07-27 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.11.3 2021-07-27 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.11.3 2021-05-22 WriteToHardware: Invalid address 4a4899e8 near PC 08000000 LR 08000000
Grand Theft Auto: Chinatown Wars v1.11.3 2021-05-22 WriteToHardware: Invalid address 00550584 near PC 08000000 LR 08000000
Grand Theft Auto: Chinatown Wars v1.9.0 2021-12-04 WriteToHardware: Invalid address 123458be near PC 08000000 LR 08000000
Grand Theft Auto: Chinatown Wars v1.11.3 2021-05-01 Unknown GetPointer 00000000 PC 08974bac LR 08974bac
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-06 Unimplemented HLE function sceNetInetInetAddr
Grand Theft Auto: Chinatown Wars v1.12.3 2022-01-21 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.12.3 2022-01-21 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.11.2 2022-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Grand Theft Auto: Chinatown Wars v1.12.3 2023-01-27 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16)
Grand Theft Auto: Chinatown Wars v1.10.3 2021-01-22 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
Grand Theft Auto: Chinatown Wars v1.13.2 2022-10-06 Unimplemented HLE function sceNetResolverTerm
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNpAuth': 0x72bb0467
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNp': 0xbb069a87
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNp': 0x4b5c71c8
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNpService': 0x78802d5f
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNpService': 0x268c009d
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNpService': 0x1da3e950
Grand Theft Auto: Chinatown Wars v1.10.1 2020-07-04 Unknown syscall in known module 'sceNpService': 0x168b8de5
Grand Theft Auto: Chinatown Wars v1.9.4 2023-01-09 Unknown GetPointer 00000000 PC 0890e3e8 LR 08000020
Grand Theft Auto: Chinatown Wars v1.9.4 2023-01-16 Render to texture with incompatible formats 6 != 3 at 04110000
Grand Theft Auto: Chinatown Wars v1.6.3 2020-11-16 GL ran out of GPU memory; switching to low memory mode
Grand Theft Auto: Chinatown Wars v1.9.4 2022-09-30 80630006=sceAtracSetHalfwayBufferAndGetID(08d63940, 00008000, 00040000): invalid RIFF header
Grand Theft Auto: Chinatown Wars v1.9.4 2022-07-10 Unknown GetPointer 00000000 PC 089daa6c LR 089daa80
Grand Theft Auto: Chinatown Wars v1.9.4 2023-01-19 Unknown syscall in known module 'sceAudio': 0x20628e6f
Grand Theft Auto: Chinatown Wars v1.9.4 2023-01-19 Unknown syscall in known module 'ThreadManForUser': 0x71ec4271
Grand Theft Auto: Chinatown Wars v1.9.4 2023-01-19 Unknown syscall in known module 'sceAudio': 0x46ebb729
Grand Theft Auto: Chinatown Wars v1.9.4 2023-01-19 Unknown syscall in known module 'IoFileMgrForUser': 0x05572a5f
Grand Theft Auto: Chinatown Wars v1.9.4 2022-12-12 WriteToHardware: Invalid address 000003e0 near PC 08000000 LR 08000000
Grand Theft Auto: Chinatown Wars v0.9.9-16-g50fec0e 2015-03-29 Unsupported alpha/stencil mask: ec
Grand Theft Auto: Chinatown Wars v1.9.4 2023-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Grand Theft Auto: Chinatown Wars v1.9.4 2023-01-16 Render to texture using CLUT with different strides 512 != 256
Grand Theft Auto: Chinatown Wars v1.7.5 2020-09-20 Render to texture with incompatible formats 6 != 3 at 00110000
Grand Theft Auto: Chinatown Wars v1.9.4 2023-02-27 Decoding texture from VRAM mirror at 04710000 swizzle=0
Grand Theft Auto: Chinatown Wars v1.9.4 2023-01-19 Render to texture with different strides 256 != 64
Grand Theft Auto: Chinatown Wars v1.9.3-695-g15a785cac 2023-01-16 Unsupported alpha/stencil mask: f9