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Game title |
Version |
Latest Report |
Message |
GTA: Liberty City Stories |
v1.12.3 |
2022-07-01 |
Using texture with rendered CLUT: texfmt=5, clutfmt=3 |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-27 |
80630006=sceAtracSetData(2, 08d13140, 00000aec): invalid RIFF header |
GTA: Liberty City Stories |
v1.11.3-834-gbb38cf842 |
2022-06-25 |
ReadFromHardware: Invalid address 000042d8 near PC 000042d8 LR 000042d8 |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-19 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01407DATA/DATA.DNS, 09f919b0, 00000002) |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-19 |
sceIoChstat: change attr to 0000 requested |
GTA: Liberty City Stories |
v1.12.2 |
2022-06-15 |
__KernelStopThread: thread 534 does not exist |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-12 |
FBO created from existing depthbuffer as color, 04198000/00000000 and 04000000/04198000 |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-10 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000180, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.12.2 |
2022-06-10 |
Unknown GetPointer 00000000 PC 08aed4e8 LR 08af0ffc |
GTA: Liberty City Stories |
v1.12.3-1241-g13e7b584b |
2022-06-10 |
sceNetAdhocMatchingInit(13620) at 08a0a384 |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000182, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.9.3-601-g31f4caeb2 |
2022-06-04 |
__KernelStopThread: thread 808 does not exist |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-01 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 0, 0): must change latched framebuf first |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-01 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first |
GTA: Liberty City Stories |
v1.12.3 |
2022-05-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143639068 |
GTA: Liberty City Stories |
v1.12.3 |
2022-05-27 |
ReadFromHardware: Invalid address 0242ac71 near PC 089a6848 LR 089a66fc |
GTA: Liberty City Stories |
v1.9.3-601-g31f4caeb2 |
2022-05-20 |
__KernelStopThread: thread 371 does not exist |
GTA: Liberty City Stories |
v1.9.3-601-g31f4caeb2 |
2022-05-19 |
__KernelStopThread: thread 429 does not exist |
GTA: Liberty City Stories |
v1.8.0 |
2022-05-05 |
Unknown GetPointer 00000000 PC 08815f0c LR 08000020 |
GTA: Liberty City Stories |
v1.12.3-1144-g28532fe4e |
2022-05-04 |
ReadFromHardware: Invalid address 3b9ac9ff near PC 089d54ec LR 089d54dc |
GTA: Liberty City Stories |
v1.12.3 |
2022-05-04 |
Branch in Jump delay slot at 09acb568 in block starting at 09acb560 |
GTA: Liberty City Stories |
v1.12.3 |
2022-05-04 |
Jump to invalid address: 06b2d5a0 |
GTA: Liberty City Stories |
v1.12.3 |
2022-05-03 |
GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16) |
GTA: Liberty City Stories |
v1.12.3 |
2022-05-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.12.3 |
2022-05-02 |
Jump to invalid address: 025875d0 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-30 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08fc8b80): duplicate handler |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-28 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ffae |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-28 |
Bottom-right corner of source of block transfer is at an invalid address: 048103fe |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-28 |
Bottom-right corner of source of block transfer is at an invalid address: 0480fc32 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-28 |
Bottom-right corner of source of block transfer is at an invalid address: 0480fc4c |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-28 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10466DATA/TEKKEN6.BIN, 09fd61d0, 00000002) |
GTA: Liberty City Stories |
v1.5.3 |
2022-04-28 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000127, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-26 |
An uneaten prefix at end of block: 08ac3ba4 |
GTA: Liberty City Stories |
v1.11.3 |
2022-04-26 |
Jump to invalid address: 0568c360 |
GTA: Liberty City Stories |
v1.11.3 |
2022-04-26 |
Branch in Jump delay slot at 08e21f20 in block starting at 08e21580 |
GTA: Liberty City Stories |
v1.11.3 |
2022-04-26 |
Jump to invalid address: 03885360 |
GTA: Liberty City Stories |
v1.9.4 |
2022-04-25 |
sceKernelCreateThread(name=update_thread): unsupported attributes a0000000 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-24 |
ReadFromHardware: Invalid address 00000030 near PC 08a8e258 LR 089857a0 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-24 |
ReadFromHardware: Invalid address 00000538 near PC 08a8e258 LR 089857a0 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-22 |
MIPSCompileOp: Invalid instruction 426d696e |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-22 |
MIPSCompileOp: Invalid instruction 6e207369 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-20 |
80630006=sceAtracSetHalfwayBufferAndGetID(08414400, 00004000, 00020000): invalid RIFF header |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=000001ec, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.10.2 |
2022-04-09 |
Unknown syscall in known module 'sceNp': 0xa0be3c4b |
GTA: Liberty City Stories |
v1.10.2 |
2022-04-09 |
Unknown syscall in known module 'sceNp': 0x7e0864df |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-04 |
Bad vertex address 0e80e816! |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-04 |
Exceeded immediate draw buffer size. gstate.imm_ap=a3c061 , prim=0 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-04 |
Immediate draw: Unexpected primitive 7 at count 6 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-04 |
Bad bounding box data: 3e0738 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-03 |
__KernelStopThread: thread 340 does not exist |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-02 |
sceKernelCreateThread(name=GTAVCS.PPSSPP.WidescreenFix): unsupported attributes 00001007 |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-29 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 33504256 |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-12 |
__KernelStopThread: thread 376 does not exist |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-24 |
__KernelStopThread: thread 335 does not exist |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-21 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: thin3d
vs: thin3d
#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 |
v1.12.3 |
2022-03-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=000002b6, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-16 |
Error in shader program link: info: The shader uses varying v_fogdepth, but previous shader does not write to it.
Out of resource error.
fs: 00010000:00a0f822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >=
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
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);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01070000:0000093d HWX C T LM Fog Tex Light: MatUp:7 Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
GTA: Liberty City Stories |
v1.12.3 |
2022-03-16 |
Error in shader program link: info: The shader uses varying v_fogdepth, but previous shader does not write to it.
Out of resource error.
fs: 00000000:00a0f802 Tex LM Fog 2x TFuncMod AlphaTest >=
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
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 = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
fragColor0 = v;
}
vs: 01070000:0000093d HWX C T LM Fog Tex Light: MatUp:7 Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
GTA: Liberty City Stories |
v1.12.3 |
2022-03-16 |
Error in shader program link: info: The shader uses varying v_fogdepth, but previous shader does not write to it.
Out of resource error.
fs: 00000000:00a0d802 Tex LM Fog 2x TFuncMod AlphaTest >
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
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 = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
fragColor0 = v;
}
vs: 01070000:0000093d HWX C T LM Fog Tex Light: MatUp:7 Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
GTA: Liberty City Stories |
v1.12.3 |
2022-03-16 |
Error in shader program link: info: The shader uses varying v_color1, but previous shader does not write to it.
Type mismatch: Type of v_color0 different between shaders.
Out of resource error.
fs: 00004000:0000d002 Tex Flat TFuncMod AlphaTest >
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
flat in lowp vec4 v_color0;
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 aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
fragColor0 = v;
}
vs: 40000000:0000001a THR C Tex Flat
#version 300 es
// Adreno (TM) 540 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
GTA: Liberty City Stories |
v1.12.3 |
2022-03-16 |
Error in shader program link: info: The shader uses varying v_fogdepth, but previous shader does not write to it.
Out of resource error.
fs: 00010000:00a09822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest <
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
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);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01070000:0000093d HWX C T LM Fog Tex Light: MatUp:7 Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
GTA: Liberty City Stories |
v1.12.3 |
2022-03-16 |
Error in shader program link: info: The shader uses varying v_fogdepth, but previous shader does not write to it.
Out of resource error.
fs: 00000000:00a0f822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >=
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
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);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
fragColor0 = v;
}
vs: 01070000:0000093d HWX C T LM Fog Tex Light: MatUp:7 Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
GTA: Liberty City Stories |
v1.12.3 |
2022-03-16 |
Error in shader program link: info: The shader uses varying v_fogdepth, but previous shader does not write to it.
Out of resource error.
fs: 00010000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
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);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01070000:0000093d HWX C T LM Fog Tex Light: MatUp:7 Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
GTA: Liberty City Stories |
v1.12.3 |
2022-03-16 |
Error in shader program link: info: The shader uses varying v_fogdepth, but previous shader does not write to it.
Out of resource error.
fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest >
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
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);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
fragColor0 = v;
}
vs: 01070000:0000093d HWX C T LM Fog Tex Light: MatUp:7 Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
GTA: Liberty City Stories |
v1.12.3 |
2022-03-16 |
Error in shader program link: info: The shader uses varying v_fogdepth, but previous shader does not write to it.
Out of resource error.
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod
#version 300 es
// Adreno (TM) 540 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
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 = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01070000:0000093d HWX C T LM Fog Tex Light: MatUp:7 Cull
#version 300 es
// Adreno (TM) 540 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
GTA: Liberty City Stories |
v1.12.3 |
2022-03-15 |
MFIC instruction hit (70020024) at 089ad2cc |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-15 |
WriteToHardware: Invalid address 000005bc near PC 08000000 LR 08000000 |
GTA: Liberty City Stories |
v1.7.4 |
2022-03-11 |
JUMP to illegal address 04b23bb0 - ignoring! data=b23bb0 |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-11 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148355080 |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-06 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888) |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-22 |
Unimplemented HLE function sceUtilityGetNetParam |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-06 |
__KernelStopThread: thread 361 does not exist |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-03 |
80630007=sceAtracSetData(2, 08bd5600, 000035a0): atracID uses different codec type than data |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-03 |
80630007=sceAtracSetData(2, 08bd5600, 000020a0): atracID uses different codec type than data |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-03 |
80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-03 |
80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data |
GTA: Liberty City Stories |
v1.11.3 |
2022-02-27 |
Bad bounding box data: ffffff |
GTA: Liberty City Stories |
v1.10.2 |
2022-02-25 |
WriteToHardware: Invalid address c3453d49 near PC 08000000 LR 08000000 |
GTA: Liberty City Stories |
v1.12.3 |
2022-06-30 |
Failed to read valid video stream data from header |
GTA: Liberty City Stories |
v1.12.3-742-g54d63cc1d |
2022-02-22 |
WriteToHardware: Invalid address 00000022 near PC 08925f04 LR 08876bf4 |
GTA: Liberty City Stories |
v1.12.3-742-g54d63cc1d |
2022-02-22 |
ReadFromHardware: Invalid address 00000008 near PC 08a5cffc LR 0880bbe8 |
GTA: Liberty City Stories |
v1.12.3-742-g54d63cc1d |
2022-02-22 |
Unknown GetPointer 00000010 PC 08a06520 LR 0880bba4 |
GTA: Liberty City Stories |
v1.12.3 |
2022-04-30 |
__KernelStopThread: thread 338 does not exist |
GTA: Liberty City Stories |
v1.10.2 |
2022-02-17 |
Render to texture with incompatible formats 3 != 1 at 04110000 |
GTA: Liberty City Stories |
v1.10.2 |
2022-02-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.10.2 |
2022-02-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff6a0, pos=0, access=1, data=1, text=1 |
GTA: Liberty City Stories |
v1.12.3 |
2022-02-13 |
__KernelStopThread: thread 322 does not exist |
GTA: Liberty City Stories |
v1.11.3 |
2022-02-13 |
WriteToHardware: Invalid address c4b53a16 near PC 08000000 LR 08000000 |
GTA: Liberty City Stories |
v1.12.3 |
2022-02-12 |
sceGeBreak(mode=0, unknown=09fff4e0): unknown ptr (valid) |
GTA: Liberty City Stories |
v1.12.3 |
2022-02-12 |
sceGeBreak(mode=0, unknown=09fff4d0): unknown ptr (valid) |
GTA: Liberty City Stories |
v1.12.3 |
2022-03-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000374, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.12.3 |
2022-02-09 |
__KernelStopThread: thread 683 does not exist |
GTA: Liberty City Stories |
v1.12.3 |
2022-02-08 |
MIPSCompileOp: Invalid instruction 78a1747c |
GTA: Liberty City Stories |
v1.12.3 |
2022-02-08 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=000002e9, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.12 |
2022-02-01 |
WriteToHardware: Invalid address ae040184 near PC 08000000 LR 08000000 |
GTA: Liberty City Stories |
v1.12.3 |
2022-01-29 |
ReadFromHardware: Invalid address 00004fdf near PC 00004fdf LR 00004fdf |
GTA: Liberty City Stories |
v1.12.3 |
2022-01-24 |
Loading file directly instead of using handlers: /font/pgf/chinese-traditional-10.125.pgf |
GTA: Liberty City Stories |
v1.12.3 |
2022-01-23 |
FBO created from existing depthbuffer as color, 04164000/04110000 and 04154000/04164000 |
GTA: Liberty City Stories |
v1.12.3 |
2022-05-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148119992 |