Recent logs - Grand Theft Auto: Vice City Stories

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Game title Version Latest Report Message
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0896e957, pos=0, access=1, data=1, text=1
Grand Theft Auto: Vice City Stories v1.11 2022-05-19 sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid)
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-17 MIPSCompileOp: Invalid instruction 71bd7944
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-17 MFIC instruction hit (71bd7864) at 08aabc70
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-16 80630006=sceAtracSetDataAndGetID(08bfdb80, 00040000): invalid RIFF header
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-13 sceGeListEnqueue: invalid address 40000000
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-13 Trying to compile instruction 40800000 that can't be interpreted
Grand Theft Auto: Vice City Stories v1.12.2 2022-05-09 WriteToHardware: Invalid address 000004e4 near PC 088c7c38 LR 088cb750
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-04 Trying to relocate non-loaded section .debug_line, ignoring
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-04 Trying to relocate non-loaded section .debug_info, ignoring
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-03 Decoding texture from VRAM mirror at 04710000 swizzle=0
Grand Theft Auto: Vice City Stories v1.12.3 2022-05-01 MFIC instruction hit (70020024) at 08a6a130
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=2, text=2
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=1, text=1
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-26 MIPSCompileOp: Invalid instruction b7c5d473
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=2, text=2
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-20 WriteToHardware: Invalid address 000004e8 near PC 08862630 LR 0886252c
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-19 Unknown GE command : 03e00008
Grand Theft Auto: Vice City Stories v1.12.3-1022-gfbe3fdeda 2022-04-17 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 19792
Grand Theft Auto: Vice City Stories v1.12.3-1022-gfbe3fdeda 2022-04-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145983520
Grand Theft Auto: Vice City Stories v1.12.3-1022-gfbe3fdeda 2022-04-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145972200
Grand Theft Auto: Vice City Stories v1.12.3-1022-gfbe3fdeda 2022-04-17 sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-17 __KernelStopThread: thread 282 does not exist
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-16 FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/00000000
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-16 FBO created from existing depthbuffer as color, 04000000/00000000 and 04170000/04000000
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-16 FBO created from existing depthbuffer as color, 04000000/00000000 and 04020000/04000000
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-16 FBO using existing buffer as depthbuffer, 04170000/04000000 and 04000000/00000000
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-16 sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid)
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Branch in Jump delay slot at 09ff6e4c in block starting at 09ff6e20
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Jump to invalid address: 021a6340
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Branch in Jump delay slot at 09ff6e48 in block starting at 09ff6e20
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Jump to invalid address: 021a6360
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Branch in Jump delay slot at 09ff6e44 in block starting at 09ff6e20
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Jump to invalid address: 021a6c20
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Jump to invalid address: 021894b0
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Branch in Jump delay slot at 09ff6e34 in block starting at 09ff6e20
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Jump to invalid address: 02a78850
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Jump to invalid address: 0665ca80
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Branch in Jump delay slot at 09ff6e24 in block starting at 09ff6e20
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 Jump to invalid address: 066b8180
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-13 sceKernelCreateThread(name=GTALCS.PPSSPP.WidescreenFix): unsupported attributes 00001007
Grand Theft Auto: Vice City Stories v1.12.2 2022-04-12 Branch in Jump delay slot at 08800854 in block starting at 08800840
Grand Theft Auto: Vice City Stories v1.8.0 2022-04-10 ReadFromHardware: Invalid address 03fffffc near PC 08a07160 LR 08a07160
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-10 __KernelStopThread: thread 334 does not exist
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-09 WriteToHardware: Invalid address 0000027c near PC 08861a7c LR 08865908
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-07 MIPSCompileOp: Invalid instruction 000009e9
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-07 ReadFromHardware: Invalid address 00000800 near PC 00000800 LR 00000800
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-07 MIPSCompileOp: Invalid instruction 47c41021
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-16 FBO created from existing depthbuffer as color, 04000000/00000000 and 04040000/04000000
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-16 FBO created from existing depthbuffer as color, 04000000/00000000 and 0404c000/04000000
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-16 FBO created from existing depthbuffer as color, 04000000/00000000 and 040d4000/04000000
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-04 MFIC instruction hit (70020024) at 089ad2cc
Grand Theft Auto: Vice City Stories v1.12.3 2022-04-02 80000107=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first
Grand Theft Auto: Vice City Stories v1.11.3 2022-04-01 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822c544, firstSym=0822c3c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822c554, firstSym=0822c3e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822c558, firstSym=0822c3e8, varData=00000000, extra=00000000
Grand Theft Auto: Vice City Stories v1.12.3 2022-03-25 __KernelStopThread: thread 361 does not exist
Grand Theft Auto: Vice City Stories v1.12.3-997-g6dce4f573 2022-04-30 sceNetAdhocMatchingInit(13620) at 08a56264
Grand Theft Auto: Vice 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: 00010000:00a0f802 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) 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; }
Grand Theft Auto: Vice 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: 00000000:0020d822 Tex TexAlpha LM Fog 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; 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; }
Grand Theft Auto: Vice City Stories v1.11.3-1416-gcd05f3ad2 2022-03-15 Branch in Jump delay slot at 04000024 in block starting at 00000000
Grand Theft Auto: Vice City Stories v1.10.2 2022-03-18 Unknown GetPointer 00000000 PC 089e3b14 LR 089e3b14
Grand Theft Auto: Vice City Stories v1.12.3 2022-03-19 Could not setup streams, unexpected stream count: 46230
Grand Theft Auto: Vice City Stories v1.12.3 2022-03-14 ReadFromHardware: Invalid address c0331c48 near PC c0331c48 LR 08891d5c
Grand Theft Auto: Vice City Stories v1.12.3 2022-03-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851792
Grand Theft Auto: Vice City Stories v1.10.3 2022-03-08 Error in shader compilation: info: 0:459: S0001: No matching overload for function 'mix' found 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 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.3 //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 0 //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 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader #define brightness 2.5 //Default: 1.0 #define contrast 1.23 //Default: 1.0 //negative will be... well negative;p #define red 0.55 //Default: 1.0 #define green 0.55 //Default: 1.0 #define blue 0.55 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.2 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 1.8 //Default: 2.8 /brightens screen to compensate for dark lines #define SLpower
Grand Theft Auto: Vice City Stories v1.12.3 2022-03-08 WriteToHardware: Invalid address 90d45818 near PC 08a31424 LR 089564bc
Grand Theft Auto: Vice City Stories v1.12.3 2022-03-08 ReadFromHardware: Invalid address 90d45818 near PC 08a31418 LR 089564bc
Grand Theft Auto: Vice City Stories v1.12.3 2022-03-07 sceKernelCreateThread(name=god_g997_Save_test): unsupported attributes 00000006
Grand Theft Auto: Vice City Stories v1.12.3 2022-02-28 sceKernelCreateThread(name=god_m002_Movie): unsupported attributes 00000006
Grand Theft Auto: Vice City Stories v1.12.3 2022-02-28 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
Grand Theft Auto: Vice City Stories v1.12.3 2022-02-27 ReadFromHardware: Invalid address 0000f588 near PC 0000f588 LR 0000f588
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41c40
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41c00
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41bc0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41b80
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41b40
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41b00
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41ac0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41a80
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41a40
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41a00
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a419c0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41980
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41940
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41900
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a418c0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41880
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41840
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41800
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a417c0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41780
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41740
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41700
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a416c0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06a41680
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Branch in Jump delay slot at 09a9058c in block starting at 09a904f0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06df1c90
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Branch in Jump delay slot at 09a90588 in block starting at 09a904f0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 07782aa0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Branch in Jump delay slot at 09a90584 in block starting at 09a904f0
Grand Theft Auto: Vice City Stories v1.11.2 2022-02-26 Jump to invalid address: 06da23b0