Recent logs - GTA: Liberty City Stories

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Game title Version Latest Report Message
GTA: Liberty City Stories v1.10.3 2021-10-16 Inter-buffer memcpy 04000000 -> 089b73c0
GTA: Liberty City Stories v1.12.2 2021-10-15 __KernelStopThread: thread 360 does not exist
GTA: Liberty City Stories v1.11.3 2021-10-14 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.11.3 2021-10-14 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.11.3 2021-10-14 Jump to invalid address: 064a9500
GTA: Liberty City Stories v1.11.3 2021-10-14 MIPSCompileOp: Invalid instruction 0000097c
GTA: Liberty City Stories v1.12.2 2021-10-12 Unknown GetPointer 00000000 PC 08808448 LR 08808460
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 0660edc0
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf88 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 06f5c8b0
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf84 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 0660ee20
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf80 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf7c in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 07ff7e10
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf78 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 0660ed10
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf74 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 06f5c850
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf70 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 0660ed70
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf6c in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 07ff7c30
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf68 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 07ff7dc0
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf64 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 0660ec60
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf60 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 06f5c820
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf5c in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 0660ecc0
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 07ff7910
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf18 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 07ff7d70
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf14 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 0660ebb0
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf10 in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 06f5c790
GTA: Liberty City Stories v1.11.3 2021-10-11 Branch in Jump delay slot at 09ffdf0c in block starting at 09ffdf0c
GTA: Liberty City Stories v1.11.3 2021-10-11 Jump to invalid address: 0660ec10
GTA: Liberty City Stories v1.12.1 2021-10-11 __KernelStopThread: thread 305 does not exist
GTA: Liberty City Stories v1.11.3 2021-10-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145042384
GTA: Liberty City Stories v1.11.3 2021-10-03 80630011=sceAtracSetDataAndGetID(092ec950, 0000007c): no data chunk
GTA: Liberty City Stories v1.11.3 2021-10-02 80630006=sceAtracSetData(2, 08bb6100, 00020000): invalid RIFF header
GTA: Liberty City Stories v1.11.3 2021-10-06 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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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; 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 v1.11.3 2021-10-06 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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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; 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 v1.11.3 2021-10-06 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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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; 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 v1.11.3 2021-10-06 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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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; 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 v1.11.3 2021-10-06 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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #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 330 #extension GL_EXT_gpu_shader4 : enable // ION/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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; 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 v1.11.3 2021-09-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 040d8000/04088000
GTA: Liberty City Stories v1.11.3 2021-09-23 Unexpected mpeg first timestamp: 5313600ffff / 5708917571583
GTA: Liberty City Stories v1.11.2 2021-09-20 ReadFromHardware: Invalid address 396e8342 near PC 08956e10 LR 08956c70
GTA: Liberty City Stories v1.11.2 2021-09-20 ReadFromHardware: Invalid address 396e8340 near PC 08956da8 LR 08956c70
GTA: Liberty City Stories v1.11.2 2021-09-20 WriteToHardware: Invalid address 2504ce5e near PC 0886b054 LR 0895178c
GTA: Liberty City Stories v1.11.2 2021-09-20 ReadFromHardware: Invalid address 2504ce5e near PC 0886b054 LR 0895178c
GTA: Liberty City Stories v1.11.3 2021-09-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000014f, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.11.3 2021-09-12 sceKernelLoadModuleByID: unsupported options size=00000014, flags=000001b0, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.9.3-601-g31f4caeb2 2021-09-06 __KernelStopThread: thread 1253 does not exist
GTA: Liberty City Stories v1.11.3 2021-09-06 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0899f060
GTA: Liberty City Stories v1.11.3 2021-09-04 MIPSCompileOp: Invalid instruction 7079f8c4
GTA: Liberty City Stories v1.11.3 2021-09-03 80630006=sceAtracSetData(2, 08d13180, 00038000): invalid RIFF header
GTA: Liberty City Stories v1.11.3 2021-09-03 Could not setup streams, unexpected stream count: 7168
GTA: Liberty City Stories v1.11.3 2021-09-03 Unexpected mpeg first timestamp: 5000000600 / 343597385216
GTA: Liberty City Stories v1.11.3 2021-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=08c7f740, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.11.3 2021-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=00000004, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.11.3 2021-09-02 WriteToHardware: Invalid address 00000268 near PC 08000000 LR 08000000
GTA: Liberty City Stories v1.11.3 2021-09-02 Unimplemented HLE function sceHttpSetRedirectCallback
GTA: Liberty City Stories v1.11.3 2021-09-06 Unexpected mpeg first timestamp: 6e6dfbe1c72 / 7588666023026
GTA: Liberty City Stories v1.11.3 2021-08-28 Branch in Jump delay slot at 0880106c in block starting at 0880106c
GTA: Liberty City Stories v1.10.3 2021-08-27 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:351: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:351: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:354: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right op postshader #ifdef GL_ES precision mediump float; #endif // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //neg
GTA: Liberty City Stories v1.11.3 2021-10-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000134, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.11.3 2021-08-27 Jump to invalid address: 02e0e010
GTA: Liberty City Stories v1.11.3 2021-08-28 Branch in Jump delay slot at 08801138 in block starting at 08801138
GTA: Liberty City Stories v1.11.3 2021-08-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000023b, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.11.3 2021-08-22 800200d8=sceKernelAllocPartitionMemory(): invalid type 30
GTA: Liberty City Stories v1.11.3 2021-08-22 Failed to allocate memory for ELF!
GTA: Liberty City Stories v1.11.3 2021-08-22 sceKernelCreateThread(name=PGE File): unsupported attributes 00000006
GTA: Liberty City Stories v1.11.3 2021-08-22 sceKernelCreateThread(name=PGE Wav): unsupported attributes 00000006
GTA: Liberty City Stories v1.11.3 2021-08-22 sceKernelCreateThread(name=PGE Timer): unsupported attributes 00000006
GTA: Liberty City Stories v1.11.3 2021-08-22 sceKernelCreateThread(name=PGE Controls): unsupported attributes 00000006
GTA: Liberty City Stories v1.11.3 2021-08-22 sceKernelCreateThread(name=PGE Math): unsupported attributes 00000006
GTA: Liberty City Stories v1.11.3 2021-08-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=2, text=2
GTA: Liberty City Stories v1.11.3 2021-08-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.9.3-601-g31f4caeb2 2021-08-19 __KernelStopThread: thread 448 does not exist
GTA: Liberty City Stories v1.11.3 2021-08-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.11.3 2021-08-18 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 29328
GTA: Liberty City Stories v1.9.3-601-g31f4caeb2 2021-08-17 __KernelStopThread: thread 708 does not exist
GTA: Liberty City Stories v1.11.3 2021-08-16 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfe54, pos=0, access=1, data=1, text=1
GTA: Liberty City Stories v1.11.3 2021-10-07 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228844, firstSym=082286c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228854, firstSym=082286e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228858, firstSym=082286e8, varData=00000000, extra=00000000
GTA: Liberty City Stories v1.11.3 2021-10-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
GTA: Liberty City Stories v1.11.3 2021-10-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
GTA: Liberty City Stories v1.11.3 2021-08-04 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 089d5534
GTA: Liberty City Stories v1.11.3 2021-08-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296812
GTA: Liberty City Stories v1.11.3 2021-07-29 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 8888)
GTA: Liberty City Stories v1.11.3 2021-07-29 Decoding texture from VRAM mirror at 04200000 swizzle=0
GTA: Liberty City Stories v1.11.3 2021-07-28 Jump to invalid address: 0567e460
GTA: Liberty City Stories v1.11.3 2021-07-28 Branch in Jump delay slot at 08e20f20 in block starting at 08e20580
GTA: Liberty City Stories v1.11.3 2021-07-28 Jump to invalid address: 03881360
GTA: Liberty City Stories v1.11.3 2021-07-28 MIPSCompileOp: Invalid instruction 00010101
GTA: Liberty City Stories v1.11.3 2021-07-25 sceIoIoctl(disc0:/UMD_DATA.BIN, 01020001, 00000000, 0, 08b84800, 800)