Recent logs - Midnight Club 3: DUB Edition

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Midnight Club 3: DUB Edition v1.14.4 2023-09-15 Unusual bezier/spline vtype: 12000780, morph: 0, bones: 1
Midnight Club 3: DUB Edition v1.16.1 2023-09-13 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Midnight Club 3: DUB Edition v1.15.4 2023-09-12 sceNetAdhocMatchingInit(13620) at 08a0a384
Midnight Club 3: DUB Edition v1.13.2 2023-09-09 80000107=sceDisplaySetFrameBuf(04088000, 512, 0, 0): must change latched framebuf first
Midnight Club 3: DUB Edition v1.14.1 2023-08-20 UI scissor out of bounds in GameSettingsScreen: 354,0-1433,810 / 1800,781
Midnight Club 3: DUB Edition v1.15.4 2023-08-14 __KernelStopThread: thread 337 does not exist (ApctlThread deleted)
Midnight Club 3: DUB Edition v1.15.4 2023-07-28 __KernelStopThread: thread 532 does not exist (ApctlThread deleted)
Midnight Club 3: DUB Edition v1.15.4 2023-07-08 00000400=sceGeEdramSetAddrTranslation(00001000)
Midnight Club 3: DUB Edition v1.15.2 2023-07-05 __KernelStopThread: thread 314 does not exist (ApctlThread deleted)
Midnight Club 3: DUB Edition v1.9.3-80-g73bf6098e 2023-06-03 __KernelStopThread: thread 1125 does not exist
Midnight Club 3: DUB Edition v1.15.4 2023-05-24 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.15.4 2023-05-24 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 MIPSCompileOp: Invalid instruction 00000001
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 Jump to invalid address: 02c24f00 PC 09ffe2e8 LR 09ffe260
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 Jump to invalid address: 05c5f380 PC 09ffe2dc LR 09ffe260
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 MIPSCompileOp: Invalid instruction 00000429
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 Jump to invalid address: 02c80000 PC 09ffe2d0 LR 09ffe260
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 Branch in Jump delay slot at 09ffe2cc in block starting at 09ffe270
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 Jump to invalid address: 04fa2dc0 PC 09ffe2cc LR 09ffe260
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 Branch in Jump delay slot at 09ffe2c8 in block starting at 09ffe270
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 Jump to invalid address: 02c56f20 PC 09ffe2c8 LR 09ffe260
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 MIPSCompileOp: Invalid instruction 0000025f
Midnight Club 3: DUB Edition v1.15.2 2023-05-22 Jump to invalid address: 07ff9140 PC 09ffe2b8 LR 09ffe260
Midnight Club 3: DUB Edition v1.12.3 2023-05-09 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.13.1 2023-05-05 Failed to read valid video stream data from header
Midnight Club 3: DUB Edition v1.14 2023-05-04 UI scissor out of bounds in MainScreen: 62,0-1096,721 / 1520,720
Midnight Club 3: DUB Edition v1.14.4 2023-05-02 Replacement rowPitch=256, but w=1080 (level=0)
Midnight Club 3: DUB Edition v1.14.4 2023-04-28 Waiting thread for 20 that was already waiting for 20
Midnight Club 3: DUB Edition v1.14.4 2023-04-27 __KernelStopThread: thread 606 does not exist (ApctlThread deleted)
Midnight Club 3: DUB Edition v1.14.2 2023-04-27 UI scissor out of bounds in listpopupScreen: 0,229-540,576 / 960,540
Midnight Club 3: DUB Edition v1.14.2 2023-04-27 UI scissor out of bounds in GameSettingsScreen: 0,64-540,822 / 960,540
Midnight Club 3: DUB Edition v1.14.2 2023-04-27 UI scissor out of bounds in listpopupScreen: 398,72-903,208 / 960,540
Midnight Club 3: DUB Edition v1.14.2 2023-04-27 UI scissor out of bounds in GameSettingsScreen: 373,0-1316,304 / 960,540
Midnight Club 3: DUB Edition v1.14.4 2023-04-22 Replacement rowPitch=512, but w=7680 (level=0)
Midnight Club 3: DUB Edition v1.9.4 2023-04-19 Unexpected mpeg first timestamp: 34f981c9dc / 227524331996
Midnight Club 3: DUB Edition v1.14.4-1087-g668a6d63c 2023-04-15 MIPSCompileOp: Invalid instruction 43bfc78b
Midnight Club 3: DUB Edition v1.14.4-1087-g668a6d63c 2023-04-15 ReadFromHardware: Invalid address 000001a0 near PC 000001a0 LR 08b0a780
Midnight Club 3: DUB Edition v1.14.4 2023-04-09 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
Midnight Club 3: DUB Edition v1.14.1 2023-04-07 UI scissor out of bounds in GameSettingsScreen: 315,0-1110,720 / 1332,720
Midnight Club 3: DUB Edition v1.14.4 2023-03-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.14.4 2023-03-07 80630006=sceAtracSetHalfwayBufferAndGetID(08dda340, 00000800, 00040000): invalid RIFF header
Midnight Club 3: DUB Edition v1.5.3 2023-02-27 Error in shader program link during preload: info: cannot find a matched output for input v_color1 fs: 00000000:00000918 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Midnight Club 3: DUB Edition v1.5.3 2023-02-27 Error in shader program link during preload: info: cannot find a matched output for input v_color1 fs: 00000000:00000b10 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Midnight Club 3: DUB Edition v1.5.3 2023-02-27 Error in shader program link during preload: info: cannot find a matched output for input v_color1 fs: 01370000:00000b14 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Midnight Club 3: DUB Edition v1.15.4 2023-07-11 sceUtilityMsgDialogInitStart: invalid status
Midnight Club 3: DUB Edition v1.9.4 2023-02-12 Unknown texture format 15
Midnight Club 3: DUB Edition v1.9.4 2023-02-12 Unknown texture format 12
Midnight Club 3: DUB Edition v1.9.4 2023-02-12 Unknown texture format 13
Midnight Club 3: DUB Edition v1.9.4 2023-02-12 Unknown GE command : fccc3000
Midnight Club 3: DUB Edition v1.9.4 2023-02-12 sceKernelLoadModule: unsupported options size=00000014, flags=08c8b690, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.9.4 2023-02-12 sceKernelLoadModule: unsupported options size=00000014, flags=08c9325c, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.14.1 2023-02-10 UI scissor out of bounds in GameSettingsScreen: 280,0-1147,720 / 1344,720
Midnight Club 3: DUB Edition v1.14.1 2023-02-09 UI scissor out of bounds in GameSettingsScreen: 210,0-1024,544 / 1208,544
Midnight Club 3: DUB Edition v1.10.1 2023-01-28 ReadFromHardware: Invalid address b0ecfd11 near PC b0ecfd11 LR 088262c8
Midnight Club 3: DUB Edition v1.14.4 2023-01-26 Replacement rowPitch=256, but w=4096 (level=0)
Midnight Club 3: DUB Edition v1.14.4 2023-09-04 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.14.1 2023-01-16 __KernelStopThread: thread 302 does not exist (helper deleted)
Midnight Club 3: DUB Edition v1.14.1 2023-01-16 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=0
Midnight Club 3: DUB Edition v1.14.1 2023-01-14 UI scissor out of bounds in GameSettingsScreen: 476,0-1906,1081 / 2400,1036
Midnight Club 3: DUB Edition v1.14.4 2023-01-13 Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch' 0:96(2): error: syntax error, unexpected ERROR_TOK 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 120 #extension GL_EXT_gpu_shader4 : enable // Driver: Mesa Intel(R) G41 (ELK) - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(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); 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_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_
Midnight Club 3: DUB Edition v1.14.4 2023-04-01 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:803a0b30 HWX T N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 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)) // 01000000:803a0b30 HWX T N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(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); 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_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseCol
Midnight Club 3: DUB Edition v1.14.4 2023-04-01 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b30 HWX T N Tex Light: LightUberShader 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)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(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); 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_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (
Midnight Club 3: DUB Edition v1.14.4 2023-04-01 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000938 HWX C T Tex Light: LightUberShader 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)) // 01000000:80000938 HWX C T Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0;
Midnight Club 3: DUB Edition v1.14.1 2023-01-13 UI scissor out of bounds in GameSettingsScreen: 320,0-1586,816 / 1813,816
Midnight Club 3: DUB Edition v1.14.4 2023-01-15 Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch' 0:96(2): error: syntax error, unexpected ERROR_TOK 01000000:80000938 HWX C T Tex Light: LightUberShader Cull #version 120 #extension GL_EXT_gpu_shader4 : enable // Driver: Mesa Intel(R) G41 (ELK) - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000938 HWX C T Tex Light: LightUberShader Cull attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 *
Midnight Club 3: DUB Edition v1.14.4 2023-01-15 Error in shader compilation: info: 0:10(1): error: syntax error, unexpected NEW_IDENTIFIER, expecting end of file reinterpret #version 120 // Driver: Mesa Intel(R) G41 (ELK) - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uint packColor(vec4 val) { return uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u); } vec4 unpackColor(uint colorLeft, uint colorRight) { vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 8u) & 0xFFu), float(colorRight & 0xFFu), float((colorRight >> 8u) & 0xFFu)); outColor *= 1.0 / 255.0; return outColor; } varying highp vec2 v_texcoord; // TEXCOORD0 uniform vec2 texSize; uniform float scaleFactor; void main() { vec4 valLeft = texture2D(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0)); vec4 valRight = texture2D(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0)); vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight)); gl_FragColor = outColor; }
Midnight Club 3: DUB Edition v1.14.1 2023-01-10 UI scissor out of bounds in GameSettingsScreen: 280,0-427,1440 / 1440,720
Midnight Club 3: DUB Edition v1.14.1 2023-01-10 UI scissor out of bounds in GameSettingsScreen: 560,0-2294,360 / 1440,720
Midnight Club 3: DUB Edition v1.13.2 2023-01-09 sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.13.2 2023-01-09 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 147071048
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146131120
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146122760
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 4259907
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598472
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167706624
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167770768
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145512184
Midnight Club 3: DUB Edition v1.13.2 2023-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147039492
Midnight Club 3: DUB Edition v1.14.2 2023-01-07 UI scissor out of bounds in GameSettingsScreen: 280,0-1215,720 / 1464,720
Midnight Club 3: DUB Edition v1.14.2 2023-01-07 UI scissor out of bounds in GameSettingsScreen: 133,0-489,272 / 589,272
Midnight Club 3: DUB Edition v1.14.2 2023-01-05 UI scissor out of bounds in GameSettingsScreen: 130,0-507,272 / 604,272
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Branch in Jump delay slot at 08c100d0 in block starting at 08c10000
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Jump to invalid address: 03040310
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Branch in Jump delay slot at 08c100cc in block starting at 08c10000
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Jump to invalid address: 02ecd2e0
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Branch in Jump delay slot at 08c100c8 in block starting at 08c10000
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Jump to invalid address: 03146480
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Branch in Jump delay slot at 08c100c4 in block starting at 08c10000
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Jump to invalid address: 030402e0
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Branch in Jump delay slot at 08c100c0 in block starting at 08c10000
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Jump to invalid address: 02eccf90
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Branch in Jump delay slot at 08c100bc in block starting at 08c10000
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Jump to invalid address: 0314c080
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Branch in Jump delay slot at 08c100b8 in block starting at 08c10000
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Jump to invalid address: 030402b0
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Branch in Jump delay slot at 08c100b4 in block starting at 08c10000
Midnight Club 3: DUB Edition v1.13.2 2022-12-11 Jump to invalid address: 02eccc40