Recent logs - GTA: Liberty City Stories

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Game title Version Latest Report Message
GTA: Liberty City Stories v1.14.1 2025-10-04 UI scissor out of bounds in GamePauseScreen: 433,26-267,1574 / 1600,720
GTA: Liberty City Stories v1.14.1 2025-10-04 UI scissor out of bounds in GamePauseScreen: 80,26-340,1574 / 1600,720
GTA: Liberty City Stories v1.14.1 2025-10-04 UI scissor out of bounds in GamePauseScreen: 1180,106-400,614 / 720,1600
GTA: Liberty City Stories v1.14.1 2025-10-04 UI scissor out of bounds in GamePauseScreen: 0,106-1167,614 / 720,1600
GTA: Liberty City Stories v1.17.1 2025-09-25 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0895df64
GTA: Liberty City Stories v1.16.5 2025-09-22 WriteToHardware: Invalid address 00000004 near PC 08ad66dc LR 08aa3214
GTA: Liberty City Stories v1.16.5 2025-09-22 ReadFromHardware: Invalid address 0aaf0640 near PC 08ad66dc LR 08aa3214
GTA: Liberty City Stories v1.11.3 2025-09-20 Vertices without position found: (00440009) P: s8 C: ? T: u8 Morph: 2 (size: 6)
GTA: Liberty City Stories v1.11.3 2025-09-20 Vertices without position found: (0044842e) P: s8 N: s8 C: ? T: u16 W: u16 (3x) Morph: 2 (size: 12)
GTA: Liberty City Stories v1.11.3 2025-09-20 VTYPE with morph used: THRU=0 TC=2 COL=3 POS=0 NRM=1 WT=2 NW=3 IDX=0 MC=2
GTA: Liberty City Stories v1.11.3 2025-09-20 Unknown GE command : 11ee6122
GTA: Liberty City Stories v1.11.3 2025-09-20 Bad bounding box data: 070040
GTA: Liberty City Stories v1.16.2 2025-09-18 80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data
GTA: Liberty City Stories v1.11.3 2025-09-09 Unknown GE command : 39420000
GTA: Liberty City Stories v1.17.1 2025-09-06 80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data
GTA: Liberty City Stories v1.19.3 2025-08-19 sceKernelCreateThread(name=sceATRAC3plus_Library): unsupported attributes 00000006, ignoring
GTA: Liberty City Stories v1.19.3 2025-08-19 sceKernelCreateThread(name=sceMpeg_library): unsupported attributes 00000006, ignoring
GTA: Liberty City Stories v1.18.1 2025-07-31 Drawing region rate add non-zero: 0155, 0257 of 01ff, 013f
GTA: Liberty City Stories v1.11.3 2025-07-23 WriteToHardware: Invalid address 000004bc near PC 088b1424 LR 088b1424
GTA: Liberty City Stories v1.8.0 2025-06-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=000001a7, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.11.3 2025-06-25 MIPSCompileOp: Invalid instruction 01010101
GTA: Liberty City Stories v1.12.3 2025-06-25 Unknown GE command : 4f43492f
GTA: Liberty City Stories v1.11.3-2115-g88ebe93b1 2025-06-10 ReadFromHardware: Invalid address 0000072c near PC 0000072c LR 0000072c
GTA: Liberty City Stories v1.18.1 2025-06-09 __KernelStopThread: thread 390 does not exist (helper deleted)
GTA: Liberty City Stories v1.19.3 2025-08-24 sceKernelCreateThread(name=GTALCS.PPSSPP.WidescreenFix): unsupported attributes 00000007, ignoring
GTA: Liberty City Stories v1.13.2 2025-05-15 ReadFromHardware: Invalid address 00005008 near PC 08aed60c LR 08a0cfb0
GTA: Liberty City Stories v1.13.2 2025-05-15 ReadFromHardware: Invalid address 0bb3ae10 near PC 0886b064 LR 0886b034
GTA: Liberty City Stories v1.13.2 2025-05-15 ReadFromHardware: Invalid address 00005008 near PC 089c1b08 LR 08a0cfb0
GTA: Liberty City Stories v1.13.2 2025-05-15 ReadFromHardware: Invalid address 0bb3ae10 near PC 089c1ad8 LR 0886b034
GTA: Liberty City Stories v1.11.3 2025-05-13 Unknown GE command : 39430000
GTA: Liberty City Stories v1.11.3 2025-05-13 Bad vertex address 0d1eb29a!
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00000002) P: s8 T: u16 (size: 8)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00000004) P: s8 C: ? (size: 3)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00000015) P: s8 C: 5551 T: u8 (size: 8)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0000000f) P: s8 C: ? T: f (size: 4)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00000040) P: s8 N: s16 (size: 10)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00400006) P: s8 C: ? T: u16 (size: 4)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0020003d) P: s8 N: s8 C: 8888 T: u8 (size: 16)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0060000b) P: s8 C: ? T: f (size: 4)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00c0001e) P: s8 C: 8888 T: u16 (through) (size: 12)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00a0046e) P: s8 N: f C: ? T: u16 W: u16 (1x) (through) (size: 16)
GTA: Liberty City Stories v1.11.3 2025-05-13 Bad bounding box data: c10010
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0040000b) P: s8 C: ? T: f (size: 4)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0020003f) P: s8 N: s8 C: 8888 T: f (size: 20)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00200003) P: s8 T: f (size: 12)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0040000f) P: s8 C: ? T: f (size: 4)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00240025) P: s8 N: s8 C: ? T: u8 Morph: 2 (size: 12)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0020000b) P: s8 C: ? T: f (size: 4)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00000006) P: s8 C: ? T: u16 (size: 4)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00550004) P: s8 C: ? Morph: 6 (size: 18)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00200008) P: s8 C: ? (size: 3)
GTA: Liberty City Stories v1.11.3 2025-05-13 Bad vertex address 0dae7ab1!
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0020002c) P: s8 N: s8 C: ? (size: 6)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0020000f) P: s8 C: ? T: f (size: 4)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00200028) P: s8 N: s8 C: ? (size: 6)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00c40003) P: s8 T: f Morph: 2 (through) (size: 24)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00440005) P: s8 C: ? T: u8 Morph: 2 (size: 6)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00600009) P: s8 C: ? T: u8 (size: 3)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00000019) P: s8 C: 4444 T: u8 (size: 8)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00000017) P: s8 C: 5551 T: f (size: 16)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00440004) P: s8 C: ? Morph: 2 (size: 6)
GTA: Liberty City Stories v1.11.3 2025-05-13 VTYPE with morph used: THRU=0 TC=0 COL=1 POS=0 NRM=0 WT=0 NW=1 IDX=0 MC=2
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00400019) P: s8 C: 4444 T: u8 (size: 8)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (0040001c) P: s8 C: 8888 (size: 8)
GTA: Liberty City Stories v1.11.3 2025-05-13 Vertices without position found: (00c00012) P: s8 C: 565 T: u16 (through) (size: 10)
GTA: Liberty City Stories v1.11.3 2025-05-13 Unknown GE command : 39c31883
GTA: Liberty City Stories v1.11.3 2025-05-12 Unknown GE command : 0d881353
GTA: Liberty City Stories v1.12.3 2025-05-10 Jump to invalid address: 07339400
GTA: Liberty City Stories v1.12.3 2025-05-10 MIPSCompileOp: Invalid instruction 0000000e
GTA: Liberty City Stories v1.12.3 2025-05-10 Jump to invalid address: 00000000
GTA: Liberty City Stories v1.18.1 2025-04-28 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP8, 1f + @TMP9 fs: 00182a82:00000c22 Tex LM TexAlpha Double ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00182a82:00000c22 Tex LM TexAlpha Double ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 01000000:80120b21 HWX T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120b21 HWX T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: 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 lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightSca
GTA: Liberty City Stories v1.18.1 2025-04-28 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP8, 1f + @TMP9 fs: 00182a82:00000c02 Tex LM TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00182a82:00000c02 Tex LM TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 01000000:80120b21 HWX T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120b21 HWX T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: 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 lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u
GTA: Liberty City Stories v1.18.1 2025-04-28 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP8, 1f + @TMP9 fs: 00182a82:00000c22 Tex LM TexAlpha Double ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00182a82:00000c22 Tex LM TexAlpha Double ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 01000000:80120321 HWX N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120321 HWX N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; 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 lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation;
GTA: Liberty City Stories v1.18.1 2025-04-28 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 00000000:00120b20 HWX T N UVEnv 0: c:0 t:0 1: c:0 t:0 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00120b20 HWX T N UVEnv 0: c:0 t:0 1: 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 vec3 u_lightpos0; uniform vec3 u_lightpos1; 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; v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y - u_depthRange.x >= 1.0) { gl_ClipDistance[0] = outPos.w + outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
GTA: Liberty City Stories v1.18.1 2025-04-28 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 00000000:00120320 HWX N UVEnv 0: c:0 t:0 1: c:0 t:0 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00120320 HWX N UVEnv 0: c:0 t:0 1: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; 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; v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y - u_depthRange.x >= 1.0) { gl_ClipDistance[0] = outPos.w + outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
GTA: Liberty City Stories v1.18.1 2025-04-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000175, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.11.3 2025-04-20 Error in shader program link: info: Link failed because of missing fragment shader. fs: thin3d vs: thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
GTA: Liberty City Stories v1.14.2 2025-04-17 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
GTA: Liberty City Stories v1.14.2 2025-04-17 Jump to invalid address: 0bbb7070
GTA: Liberty City Stories v1.14.2 2025-04-17 Branch in Jump delay slot at 08000028 in block starting at 08000020
GTA: Liberty City Stories v1.14.2 2025-04-17 Jump to invalid address: 070b6d60
GTA: Liberty City Stories v1.14.2 2025-04-17 Jump to invalid address: 0bbb6f70
GTA: Liberty City Stories v1.14.2 2025-04-17 MIPSCompileOp: Invalid instruction 71e4418c
GTA: Liberty City Stories v1.18.1 2025-04-15 Drawing region rate add non-zero: 04ff, 04ff of 01ff, 013f
GTA: Liberty City Stories v1.18.1 2025-04-15 Unusual bezier/spline vtype: 1201c321, morph: 0, bones: 8
GTA: Liberty City Stories v1.18.1 2025-04-15 Bad vertex address 0fffffff!
GTA: Liberty City Stories v1.14.2 2025-04-12 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
GTA: Liberty City Stories v1.14.2 2025-04-12 Jump to invalid address: 0bba1f70
GTA: Liberty City Stories v1.14.2 2025-04-12 Branch in Jump delay slot at 08000038 in block starting at 08000020
GTA: Liberty City Stories v1.14.2 2025-04-12 Branch in Jump delay slot at 08000034 in block starting at 08000020
GTA: Liberty City Stories v1.14.2 2025-04-12 Branch in Jump delay slot at 0800002c in block starting at 08000020
GTA: Liberty City Stories v1.14.2 2025-04-12 Jump to invalid address: 0bba1b70
GTA: Liberty City Stories v1.14.2 2025-04-12 Jump to invalid address: 070a1860
GTA: Liberty City Stories v1.14.2 2025-04-17 Branch in Jump delay slot at 08000024 in block starting at 08000020
GTA: Liberty City Stories v1.14.2 2025-04-12 Jump to invalid address: 0bba1a70
GTA: Liberty City Stories v1.14.2 2025-04-12 MIPSCompileOp: Invalid instruction 71e298f4
GTA: Liberty City Stories v1.18.1 2025-04-11 MIPSCompileOp: Invalid instruction 4e49414d
GTA: Liberty City Stories v1.18.1 2025-04-11 Jump to invalid address: 064a9d00
GTA: Liberty City Stories v1.18.1 2025-04-11 Jump to invalid address: 0648d580
GTA: Liberty City Stories v1.18.1 2025-04-11 MIPSCompileOp: Invalid instruction 0000097c