Recent logs - GTA: Liberty City Stories

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Game title Version Latest Report Message
GTA: Liberty City Stories v1.13.2 2022-12-01 Failed decrypting the PRX (ret = -4, size = 7617776, psp_size = 7618112)!
GTA: Liberty City Stories v1.13.2-2170-g9a108a46d 2022-12-02 UI scissor out of bounds in MainScreen: 0,0-1079,817 / 1450,816
GTA: Liberty City Stories v1.12.3 2022-12-01 __KernelStopThread: thread 324 does not exist
GTA: Liberty City Stories v1.10.3 2022-11-30 Render to texture with different strides 256 != 512
GTA: Liberty City Stories v1.13.1 2022-11-28 Unknown GE command : 03ce15d1
GTA: Liberty City Stories v1.12.3 2022-11-27 __KernelStopThread: thread 328 does not exist
GTA: Liberty City Stories v1.13.2 2022-11-25 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false]
GTA: Liberty City Stories v1.13.2 2022-11-23 __KernelStopThread: thread 339 does not exist
GTA: Liberty City Stories v1.13.2-2000-gf0a905cad 2022-11-22 00000000=sceGeEdramSetAddrTranslation(00000000)
GTA: Liberty City Stories v1.13.2-1982-ge654f6937 2022-11-21 UI scissor out of bounds in SavedataScreen: 1173,56-0,56 / 1088,544
GTA: Liberty City Stories v1.13.2-1982-ge654f6937 2022-11-21 UI scissor out of bounds in SavedataScreen: 1107,174-0,56 / 1088,544
GTA: Liberty City Stories v1.13.2-1982-ge654f6937 2022-11-21 UI scissor out of bounds in SavedataScreen: 1107,115-0,56 / 1088,544
GTA: Liberty City Stories v1.13.2-1982-ge654f6937 2022-11-21 UI scissor out of bounds in SavedataScreen: 1107,56-0,56 / 1088,544
GTA: Liberty City Stories v1.13.2-1982-ge654f6937 2022-11-21 UI scissor out of bounds in SavedataScreen: 1201,174-0,56 / 1088,544
GTA: Liberty City Stories v1.13.2-1982-ge654f6937 2022-11-21 UI scissor out of bounds in SavedataScreen: 1201,115-0,56 / 1088,544
GTA: Liberty City Stories v1.13.2-1982-ge654f6937 2022-11-21 UI scissor out of bounds in SavedataScreen: 1201,56-0,56 / 1088,544
GTA: Liberty City Stories v1.13.2 2022-11-22 __KernelStopThread: thread 366 does not exist
GTA: Liberty City Stories v1.13.2 2022-11-19 An uneaten prefix at end of block: 09fcf2a0
GTA: Liberty City Stories v1.13.2 2022-11-19 Branch in JumpReg delay slot at 09fcf29c in block starting at 09fcf1d4
GTA: Liberty City Stories v1.13.2 2022-11-19 Branch in Jump delay slot at 09fcf298 in block starting at 09fcf1d4
GTA: Liberty City Stories v1.13.2 2022-11-19 Jump to invalid address: 07f3ca80
GTA: Liberty City Stories v1.13.2 2022-11-19 Jump to invalid address: 037e70a0
GTA: Liberty City Stories v1.13.2 2022-11-19 MIPSCompileOp: Invalid instruction 00000229
GTA: Liberty City Stories v1.13.2 2022-11-19 MIPSCompileOp: Invalid instruction 00335441
GTA: Liberty City Stories v1.13.2 2022-11-19 Jump to invalid address: 07f3c610
GTA: Liberty City Stories v1.13.2 2022-11-19 Branch in Jump delay slot at 09fcf1e0 in block starting at 09fcf1d4
GTA: Liberty City Stories v1.13.2 2022-11-19 Jump to invalid address: 07f3cd90
GTA: Liberty City Stories v1.13.2 2022-11-19 Branch in Jump delay slot at 09fcf1dc in block starting at 09fcf1d4
GTA: Liberty City Stories v1.13.2 2022-11-19 Jump to invalid address: 06641850
GTA: Liberty City Stories v1.13.2 2022-11-19 Branch in Jump delay slot at 09fcf1d8 in block starting at 09fcf1d4
GTA: Liberty City Stories v1.13.2 2022-11-19 Jump to invalid address: 06d8b9a0
GTA: Liberty City Stories v1.13.2 2022-11-19 Branch in Jump delay slot at 09fcf1d4 in block starting at 09fcf1d4
GTA: Liberty City Stories v1.13.2 2022-11-19 Jump to invalid address: 066418b0
GTA: Liberty City Stories v1.13.2 2022-11-17 FBO using existing buffer as depthbuffer, 04000000/04110000 and 04110000/00000000
GTA: Liberty City Stories v1.13.2 2022-11-17 FBO created from existing depthbuffer as color, 04110000/00000000 and 04174000/04110000
GTA: Liberty City Stories v1.13.2 2022-11-17 FBO created from existing depthbuffer as color, 04110000/00000000 and 04171000/04110000
GTA: Liberty City Stories v1.13.2-1734-gcf27d1413 2022-11-15 UI scissor out of bounds in GamePauseScreen: 300,26-400,1254 / 1280,720
GTA: Liberty City Stories v1.13.2-1734-gcf27d1413 2022-11-15 UI scissor out of bounds in GamePauseScreen: 0,26-287,1254 / 1280,720
GTA: Liberty City Stories v1.13.2-1734-gcf27d1413 2022-11-15 UI scissor out of bounds in GamePauseScreen: 1528,15-712,390 / 1280,720
GTA: Liberty City Stories v1.13.2-1734-gcf27d1413 2022-11-15 UI scissor out of bounds in GamePauseScreen: 0,15-1506,390 / 1280,720
GTA: Liberty City Stories v1.11.3 2022-11-12 Using texture with rendered CLUT: texfmt=4, clutfmt=3
GTA: Liberty City Stories v1.13.2 2022-11-04 80000107=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first
GTA: Liberty City Stories v1.13.2 2022-11-02 sceKernelLoadModule: unsupported options size=00000014, flags=09fbe998, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.13.1 2022-11-01 Branch in RSZeroComp delay slot at 4400445a in block starting at 4400445a
GTA: Liberty City Stories v1.13.1 2022-11-01 Branch in RSRTComp delay slot at 44004456 in block starting at 44004452
GTA: Liberty City Stories v1.13.1 2022-11-01 Branch in JumpReg delay slot at 4400444a in block starting at 44004406
GTA: Liberty City Stories v1.13.1 2022-11-01 MIPSCompileOp: Invalid instruction 4f004190
GTA: Liberty City Stories v1.13.1 2022-11-01 MIPSCompileOp: Invalid instruction 44a01004
GTA: Liberty City Stories v1.13.1 2022-11-01 MIPSCompileOp: Invalid instruction 0000493f
GTA: Liberty City Stories v1.13.1 2022-11-01 MIPSCompileOp: Invalid instruction eeee56ee
GTA: Liberty City Stories v1.13.1 2022-11-01 MIPSCompileOp: Invalid instruction eeee5800
GTA: Liberty City Stories v1.13.1 2022-11-01 MIPSCompileOp: Invalid instruction eeee0b00
GTA: Liberty City Stories v1.13.1 2022-11-01 MIPSCompileOp: Invalid instruction 43941004
GTA: Liberty City Stories v1.13.2 2022-10-31 ReadFromHardware: Invalid address 03fffffc near PC 08ab3430 LR 08ab3430
GTA: Liberty City Stories v1.12.2 2022-10-28 sceKernelRegisterSubIntrHandler(30, 1, 08893958, 00000000): duplicate handler
GTA: Liberty City Stories v1.11.3 2022-10-27 WriteToHardware: Invalid address c3453d49 near PC 08961c30 LR 08996c90
GTA: Liberty City Stories v1.13.2 2022-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=08a87160, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.13.2 2022-10-26 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.13.1 2022-10-25 Jump to invalid address: 065fd500
GTA: Liberty City Stories v1.12.3 2022-10-25 __KernelStopThread: thread 417 does not exist
GTA: Liberty City Stories v1.13.2 2022-10-24 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142957872
GTA: Liberty City Stories v1.13.2 2022-10-24 Unknown GE command : 11ffffff
GTA: Liberty City Stories v1.12.2 2022-10-21 Unknown GE command : ef700000
GTA: Liberty City Stories v1.11.3-834-gbb38cf842 2022-10-18 MIPSCompileOp: Invalid instruction 43000000
GTA: Liberty City Stories v1.13.2 2022-10-16 ReadFromHardware: Invalid address 00000001 near PC 00000001 LR 088c0658
GTA: Liberty City Stories v1.13.2 2022-10-12 Rendering to framebuffer offset: 04000000 +256x0
GTA: Liberty City Stories v1.13.2 2022-10-12 Decoding texture from VRAM mirror at 042cc000 swizzle=0
GTA: Liberty City Stories v1.13.2 2022-10-12 sceKernelLoadModule: unsupported options size=00000014, flags=02000200, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.13.2 2022-10-12 sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.13.2 2022-10-09 Branch in Jump delay slot at 08e4e964 in block starting at 08e4e960
GTA: Liberty City Stories v1.13.2 2022-10-09 Jump to invalid address: 067c94c0
GTA: Liberty City Stories v1.13.2 2022-10-07 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 0404c000 offset: 0 (128x128 stride 512, 8888): [C:0404c000/512 Z:04000000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:00000000/0 X:0 Y:152 reint: false]
GTA: Liberty City Stories v1.13.2 2022-10-05 __KernelStopThread: thread 334 does not exist
GTA: Liberty City Stories v1.13.2 2022-10-12 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00002a82:00000022 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; 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 = p * t; v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 00000000:00120330 HWX N Tex UVEnv 0: c:0 t:0 1: c:0 t:0 Cull #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; gl_Position = outPos; }
GTA: Liberty City Stories v1.13.2 2022-10-12 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00002a82:00000802 Tex LM ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in lowp vec4 v_color0; in lowp vec3 v_color1; 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 = v.rgb * u_blendFixA; fragColor0 = v; } vs: 01370000:00120b31 HWX T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 Cull #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; gl_Position = outPos; }
GTA: Liberty City Stories v1.13.2 2022-10-12 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00002a82:00000002 Tex ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; 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); v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 00000000:00120b30 HWX T N Tex UVEnv 0: c:0 t:0 1: c:0 t:0 Cull #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; gl_Position = outPos; }
GTA: Liberty City Stories v1.13.2 2022-10-12 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00002a82:00800802 Tex LM 2x ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in lowp vec4 v_color0; in lowp vec3 v_color1; 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); v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 01370000:00120331 HWX N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 Cull #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; gl_Position = outPos; }
GTA: Liberty City Stories v1.13.2 2022-10-12 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00002a82:00800802 Tex LM 2x ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in lowp vec4 v_color0; in lowp vec3 v_color1; 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); v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 01370000:00120b31 HWX T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 Cull #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; gl_Position = outPos; }
GTA: Liberty City Stories v1.13.2 2022-10-12 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00002a82:00800822 Tex TexAlpha LM 2x ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; in lowp vec4 v_color0; in lowp vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 01370000:00120b31 HWX T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 Cull #version 410 #extension GL_EXT_gpu_shader4 : enable // GeForce 410M/PCI/SSE2 - GLSL 410 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w; gl_Position = outPos; }
GTA: Liberty City Stories v1.13.2 2022-10-02 __KernelStopThread: thread 574 does not exist
GTA: Liberty City Stories v1.13.2 2022-11-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
GTA: Liberty City Stories v1.13.2 2022-09-16 Truncating vertex count from 65535 to 21845
GTA: Liberty City Stories v1.13.2-925-g2791ab322 2022-12-01 Attempting to texture from current render target (src=04088000 / target=04088000 / flags=7), making a copy
GTA: Liberty City Stories v1.12.3 2022-09-12 __KernelStopThread: thread 378 does not exist
GTA: Liberty City Stories v1.13.1 2022-09-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 573
GTA: Liberty City Stories v1.13.1 2022-09-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.13.1 2022-09-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.13.1 2022-09-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=000001b2, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.13.1 2022-09-08 __KernelStopThread: thread 410 does not exist
GTA: Liberty City Stories v1.13.1 2022-09-06 Could not setup streams, unexpected stream count: 44183
GTA: Liberty City Stories v1.13.2 2022-10-19 Unknown GetPointerWrite 00000001 PC 089620dc LR 089620fc
GTA: Liberty City Stories v1.10.3 2022-09-03 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09ee0058, 00000002)
GTA: Liberty City Stories v1.10.3 2022-09-03 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f949b0, 00000002)
GTA: Liberty City Stories v1.13.1 2022-09-02 WriteToHardware: Invalid address 00000268 near PC 088cce84 LR 088ce614
GTA: Liberty City Stories v1.13-18-g5083b2063 2022-08-30 Bottom-right corner of source of block transfer is at an invalid address: 0480fd0e
GTA: Liberty City Stories v1.13-18-g5083b2063 2022-08-30 Bottom-right corner of source of block transfer is at an invalid address: 0480fd10
GTA: Liberty City Stories v1.13-18-g5083b2063 2022-08-30 Bottom-right corner of source of block transfer is at an invalid address: 0480fd12
GTA: Liberty City Stories v1.13-18-g5083b2063 2022-08-30 Bottom-right corner of source of block transfer is at an invalid address: 0480fd14
GTA: Liberty City Stories v1.11.3 2022-08-29 Unknown GetPointer 00000000 PC 089533a0 LR 089532e0
GTA: Liberty City Stories v1.13.1 2022-08-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000251, pos=0, access=1, data=2, text=2