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Game title |
Version |
Latest Report |
Message |
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 |
2025-03-22 |
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 |
GTA: Liberty City Stories |
v1.11 |
2025-01-30 |
ReadFromHardware: Invalid address 000001a0 near PC 08a8b09c LR 08a8b09c |
GTA: Liberty City Stories |
v1.6.3 |
2025-01-30 |
Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it
fs: 00000000:0000d002 Tex TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = v;
}
vs: 00000000:0000001a THR C Tex
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying mediump 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 |
v1.6.3 |
2025-01-30 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00000000:00200800 LM Fog
#version 100
precision lowp float;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
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);
gl_FragColor = v;
}
vs: 01370000:00000b05 HWX T N LM Fog Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump 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);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
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 |
v1.6.3 |
2025-01-30 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00000000:0000d000 AlphaTest >
#version 100
precision lowp float;
uniform sampler2D testtex;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = v;
}
vs: 00000000:00000300 HWX N
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
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 = u_matambientalpha;
}
|
GTA: Liberty City Stories |
v1.6.3 |
2025-01-28 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01770000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 100
precision highp float;
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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump 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);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
GTA: Liberty City Stories |
v1.6.3 |
2025-01-28 |
Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it
fs: 00000000:00200800 LM Fog
#version 100
precision lowp float;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
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);
gl_FragColor = v;
}
vs: 01170000:00000b05 HWX T N LM Fog Light: 0: c:0 t:0 MatUp:7
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump 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);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
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 |
v1.5.4-956-ga3bbe8791 |
2025-01-27 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:0000d000 AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:00000b08 HWX C T N
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
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;
}
|
GTA: Liberty City Stories |
v1.5.4-956-ga3bbe8791 |
2025-02-06 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00000082 Tex TClamp TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
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 mediump 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 |
v1.11.3 |
2025-01-21 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=000001f3, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.6.3-432-gfd6c3145d |
2025-01-20 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00000002 Tex 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 = vec4(t.rgb * p.rgb, p.a);
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 |
v1.6.3-432-gfd6c3145d |
2025-01-20 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00000002 Tex 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 = vec4(t.rgb * p.rgb, p.a);
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 |
v1.6.3-432-gfd6c3145d |
2025-01-20 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00010000:0000d022 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) v.a = 0.0;
fragColor0 = v;
}
vs: 00000000:0000001a THR C 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 |
v1.13 |
2025-01-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000121, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.14.1 |
2025-01-11 |
UI scissor out of bounds in ReportFinishScreen: 1192,26-400,694 / 1516,720 |
GTA: Liberty City Stories |
v1.6.3 |
2024-12-31 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
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 = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000b14 HWX T N Fog Tex
#version 300 es
precision highp float;
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 lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump 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;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
GTA: Liberty City Stories |
v1.18.1 |
2024-12-21 |
WriteToHardware: Invalid address a93aaa99 near PC 0886b078 LR 0886b034 |
GTA: Liberty City Stories |
v1.18.1 |
2024-12-21 |
ReadFromHardware: Invalid address a93aaa99 near PC 0886b06c LR 0886b034 |
GTA: Liberty City Stories |
v1.18.1 |
2024-12-19 |
80420014=__sceSasCore(08b7fac0, f9bc60c0): invalid address |
GTA: Liberty City Stories |
v1.18.1 |
2024-12-19 |
80420014=__sceSasCore(08b7fac0, f9bc68c0): invalid address |
GTA: Liberty City Stories |
v1.18.1 |
2024-12-19 |
80420014=__sceSasCore(08b7fac0, f9bc70c0): invalid address |
GTA: Liberty City Stories |
v1.18.1 |
2024-12-19 |
80420014=__sceSasCore(08b7fac0, f9bc5cc0): invalid address |
GTA: Liberty City Stories |
v1.18.1 |
2024-12-19 |
80420014=__sceSasCore(08b7fac0, f9bc6cc0): invalid address |
GTA: Liberty City Stories |
v1.18.1 |
2024-12-19 |
80420014=__sceSasCore(08b7fac0, f9bc64c0): invalid address |
GTA: Liberty City Stories |
v1.18.1 |
2024-12-09 |
Branch in branch delay slot at 089a0558 with different target |
GTA: Liberty City Stories |
v1.10.3 |
2024-12-07 |
MIPSCompileOp: Invalid instruction 475f5053 |
GTA: Liberty City Stories |
v1.17.1 |
2024-12-06 |
Unknown GE command : fc04002d |
GTA: Liberty City Stories |
v1.18.1 |
2024-12-03 |
ReadFromHardware: Invalid address 44911666 near PC 44911666 LR 0893ae3c |
GTA: Liberty City Stories |
v1.10.3 |
2024-12-03 |
CALL to illegal address 00000008 - ignoring! data=00000b |
GTA: Liberty City Stories |
v1.13.2 |
2024-11-26 |
__KernelStopThread: thread 361 does not exist |
GTA: Liberty City Stories |
v1.14.1 |
2024-11-24 |
UI scissor out of bounds in GamePauseScreen: 1267,26-426,694 / 1612,720 |
GTA: Liberty City Stories |
v1.17.1 |
2024-11-21 |
WriteToHardware: Invalid address 049c049f near PC 08a1072c LR 08a1072c |
GTA: Liberty City Stories |
v1.17.1 |
2024-11-19 |
WriteToHardware: Invalid address 00000000 near PC 08a8aff8 LR 08a8aff8 |
GTA: Liberty City Stories |
v1.17.1 |
2024-11-19 |
ReadFromHardware: Invalid address 00000018 near PC 0899fe8c LR 0899fe8c |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
MIPSCompileOp: Invalid instruction 41a6a632 |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
ReadFromHardware: Invalid address dfb1dcb7 near PC 0996cc04 LR 0996cbd0 |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
MIPSCompileOp: Invalid instruction 0009c7a8 |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
Jump to invalid address: 06bbea80 |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
Jump to invalid address: 02d70170 |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
MIPSCompileOp: Invalid instruction 42c80000 |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
Jump to invalid address: 06b74ab0 |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
MIPSCompileOp: Invalid instruction 0000003c |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
Jump to invalid address: 06ad6640 |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-10 |
MIPSCompileOp: Invalid instruction 428c0000 |
GTA: Liberty City Stories |
v1.5.4-956-ga3bbe8791 |
2024-11-06 |
Error in shader program link: info: Link failed because of missing shader.
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 mediump 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: 00000000:00000910 HWX T Tex
#version 300 es
precision highp float;
in vec3 position;
in vec2 texcoord;
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 mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
GTA: Liberty City Stories |
v1.5.4-956-ga3bbe8791 |
2024-11-06 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00000000
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#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);
}
|
GTA: Liberty City Stories |
v1.18.1 |
2024-11-06 |
__KernelStopThread: thread 397 does not exist (helper deleted) |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 434df7d1 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 419c469c |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 447198f6 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 424184d6 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 43297ef7 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 4209cd35 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 4205117d |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 4257ce05 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 41909c6e |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 432c79f5 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 413320d4 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 4255bbe4 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 429de58c |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 438fa83c |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 429ffad0 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 41b0a1e8 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 43bf49a4 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 41ab719d |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 42122755 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 43b5170a |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 41ea529e |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 42e4b47a |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 422f0ca4 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 43b9e757 |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 419e491f |
GTA: Liberty City Stories |
v1.15.4 |
2024-11-05 |
MIPSCompileOp: Invalid instruction 001324bf |
GTA: Liberty City Stories |
v1.17.1 |
2024-11-05 |
Unaligned icache invalidation of 08a96bd0 (08a96bd0 + 0) at PC=08e85fc8 |
GTA: Liberty City Stories |
v1.14.1 |
2024-10-31 |
UI scissor out of bounds in MainScreen: 0,0-1214,721 / 1576,720 |
GTA: Liberty City Stories |
v1.14.1 |
2024-10-31 |
UI scissor out of bounds in GameSettingsScreen: 238,0-1327,721 / 1576,720 |
GTA: Liberty City Stories |
v1.17.1 |
2024-10-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08d20000, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.17.1 |
2024-10-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08add9b4, 4, 00000000, 0) |
GTA: Liberty City Stories |
v1.17.1 |
2024-10-24 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08add9b4, 4, 00000000, 0) |
GTA: Liberty City Stories |
v1.11.3 |
2024-10-20 |
80630006=sceAtracSetHalfwayBufferAndGetID(08dda340, 00000800, 00040000): invalid RIFF header
--NATIVE-DATA-BOUNDARY / 5 �jj �
�� # h2http/1.1
3 + )�� FD��
"av�P08x=sceAtracSetHalfwayBufferAndGetID(%s): invalid RIFF header80630006=sceAtracSetHalfwayBufferAndGetID(08dda340, 00000800, 00040000): invalid RIFF header |
GTA: Liberty City Stories |
v1.14.1 |
2024-10-16 |
UI scissor out of bounds in GamePauseScreen: 650,40-400,1880 / 1920,1080 |
GTA: Liberty City Stories |
v1.14.1 |
2024-10-16 |
UI scissor out of bounds in GamePauseScreen: 0,40-630,1880 / 1920,1080 |
GTA: Liberty City Stories |
v1.14.1 |
2024-10-16 |
UI scissor out of bounds in GamePauseScreen: 2293,22-1067,585 / 1920,1080 |