Recent logs - GTA: Liberty City Stories

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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