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Game title |
Version |
Latest Report |
Message |
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 |
v1.19.1 |
2025-06-11 |
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 |
GTA: Liberty City Stories |
v1.14.2 |
2025-04-12 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
GTA: Liberty City Stories |
v1.14.2 |
2025-04-09 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
GTA: Liberty City Stories |
v1.18.1 |
2025-03-31 |
WriteToHardware: Invalid address 000004bc near PC 08af6778 LR 08af6690 |
GTA: Liberty City Stories |
v1.6.3 |
2025-03-28 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00200800 LM Fog
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01070000:00000305 HWX N LM Fog Light: MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp float v_fogdepth;
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 * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
GTA: Liberty City Stories |
v1.11.3 |
2025-03-26 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000020c, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.18.1 |
2025-03-23 |
MIPSCompileOp: Invalid instruction 0009ffff |
GTA: Liberty City Stories |
v1.18.1 |
2025-03-23 |
MIPSCompileOp: Invalid instruction 43800000 |
GTA: Liberty City Stories |
v1.18.1 |
2025-03-23 |
MIPSCompileOp: Invalid instruction 41000000 |
GTA: Liberty City Stories |
v1.18.1 |
2025-03-23 |
MIPSCompileOp: Invalid instruction 43000000 |
GTA: Liberty City Stories |
v1.6.3 |
2025-03-22 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:00000b18 HWX C T N Tex
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp 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;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
GTA: Liberty City Stories |
v1.6.3 |
2025-03-28 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000012 THR Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
GTA: Liberty City Stories |
v1.9.4 |
2025-03-22 |
Render to texture with different strides 2040 != 512 |
GTA: Liberty City Stories |
v1.9.4 |
2025-03-22 |
BlockTransfer: Bad source transfer address 00000010! |
GTA: Liberty City Stories |
v1.17 |
2025-03-09 |
WriteToHardware: Invalid address 00000268 near PC 0887a154 LR 0887a10c |
GTA: Liberty City Stories |
v1.4.2 |
2025-03-09 |
Wrong magic number 55555555 |
GTA: Liberty City Stories |
v1.16.4 |
2025-03-06 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 004839f0, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
GTA: Liberty City Stories |
v1.16.4 |
2025-03-06 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 00240ea0, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
GTA: Liberty City Stories |
v1.16.4 |
2025-03-06 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 00226368, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
GTA: Liberty City Stories |
v1.16.4 |
2025-03-06 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 00230340, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
GTA: Liberty City Stories |
v1.18.1 |
2025-03-03 |
Branch in JumpReg delay slot at 08b3131c in block starting at 08b312d0 |
GTA: Liberty City Stories |
v1.10.3 |
2025-02-21 |
Unknown GE command : 3500ff03 |
GTA: Liberty City Stories |
v1.18 |
2025-02-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000012b, pos=0, access=1, data=2, text=2 |