Recent logs - Grand Theft Auto: Vice City Stories

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Game title Version Latest Report Message
Grand Theft Auto: Vice City Stories v1.14 2023-02-05 UI scissor out of bounds in GamePauseScreen: 1605,20-300,1060 / 1920,997
Grand Theft Auto: Vice City Stories v1.14 2023-02-05 UI scissor out of bounds in GamePauseScreen: 0,20-1595,1060 / 1920,997
Grand Theft Auto: Vice City Stories v1.14.4 2023-02-06 __KernelStopThread: thread 339 does not exist (helper deleted)
Grand Theft Auto: Vice City Stories v1.14.2 2023-02-02 UI scissor out of bounds in MainScreen: 0,0-1078,721 / 1440,720
Grand Theft Auto: Vice City Stories v1.11.3 2023-02-02 WriteToHardware: Invalid address 000004e4 near PC 088b2eb8 LR 088b4b98
Grand Theft Auto: Vice City Stories v1.11.3-1233-g9de942087 2023-02-02 avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7
Grand Theft Auto: Vice City Stories v1.12.3 2023-02-01 Branch in Jump delay slot at 08bee408 in block starting at 08bee408
Grand Theft Auto: Vice City Stories v1.12.3 2023-02-01 Jump to invalid address: 02fb9880
Grand Theft Auto: Vice City Stories v1.9.0 2023-01-31 ReadFromHardware: Invalid address 003b3b58 near PC 08000000 LR 08000000
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Jump to invalid address: 06f4a120
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Jump to invalid address: 069219c0
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Branch in Jump delay slot at 09a485c8 in block starting at 09a48510
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Jump to invalid address: 06921720
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Branch in Jump delay slot at 09a485c4 in block starting at 09a48510
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Jump to invalid address: 06921440
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Jump to invalid address: 06f49f20
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Jump to invalid address: 06946bc0
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Jump to invalid address: 06921700
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 MIPSCompileOp: Invalid instruction b39f32ab
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Branch in Jump delay slot at 09a48518 in block starting at 09a48510
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Jump to invalid address: 06921460
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Branch in Jump delay slot at 09a48514 in block starting at 09a48510
Grand Theft Auto: Vice City Stories v1.12.3 2023-01-31 Jump to invalid address: 06921180
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1400,620-0,41 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1400,551-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1400,482-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1400,412-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1400,343-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1400,274-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1400,205-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1400,135-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1400,66-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1413,620-0,41 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-30 __KernelStopThread: thread 302 does not exist (ApctlThread deleted)
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-30 __KernelStopThread: thread 302 does not exist (ApctlThread stopped)
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-30 MFIC instruction hit (70020024) at 08a36e3c
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-30 sceKernelCreateThread(name=sceUSBGps_Driver): unsupported attributes 00001006
Grand Theft Auto: Vice City Stories v1.12.2 2023-01-30 Jump to invalid address: 05dab6c8
Grand Theft Auto: Vice City Stories v1.12.2 2023-01-30 MIPSCompileOp: Invalid instruction 6b531b74
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-29 UI scissor out of bounds in MainScreen: 0,698-720,742 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-29 UI scissor out of bounds in MainScreen: 0,623-720,817 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-29 UI scissor out of bounds in MainScreen: 1078,11-351,709 / 720,1440
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-29 UI scissor out of bounds in MainScreen: 0,74-1067,646 / 720,1440
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-29 UI scissor out of bounds in MainScreen: 0,0-1067,720 / 720,1440
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-29 UI scissor out of bounds in MainScreen: 0,0-1067,75 / 720,1440
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-29 __KernelStopThread: thread 288 does not exist (helper deleted)
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-29 Unexpected mpeg first timestamp: a7191b3a156 / 11482892050774
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-28 Unexpected mpeg first timestamp: 906bf08d0c7 / 9924579479751
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-28 80630006=sceAtracSetHalfwayBufferAndGetID(08dda400, 00000800, 00040000): invalid RIFF header
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-25 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 vec2 u_fogcoef; 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; 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 = 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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse =
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-25 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b21 HWX T N LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b21 HWX T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 vec2 u_fogcoef; 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 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 = 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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + v
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-25 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 vec2 u_fogcoef; 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; 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 = 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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-25 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 vec2 u_fogcoef; 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; 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 = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else {
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 19, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 18, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 17, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 16, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 15, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 14, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 13, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 12, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 11, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 10, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 9, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 8, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 7, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 6, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 5, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 4, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 3, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 2, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.13.2 2023-01-25 sceSasSetADSRMode(08c3e340, 1, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-24 UI scissor out of bounds in MainScreen: 82,0-1168,721 / 1612,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-24 UI scissor out of bounds in GameSettingsScreen: 292,0-1257,721 / 1560,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1579,87-0,87 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-24 Truncating vertex count from 27843 to 21845
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-24 Truncating vertex count from 22617 to 21845
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-23 UI scissor out of bounds in SavedataScreen: 1557,178-0,87 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-23 UI scissor out of bounds in SavedataScreen: 1557,87-0,87 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-02-04 UI scissor out of bounds in SavedataScreen: 1578,87-0,87 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-23 UI scissor out of bounds in SavedataScreen: 1549,178-0,87 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-23 UI scissor out of bounds in SavedataScreen: 1549,87-0,87 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-23 UI scissor out of bounds in SavedataScreen: 1615,178-0,87 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-02-04 UI scissor out of bounds in SavedataScreen: 1615,87-0,87 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-23 UI scissor out of bounds in GamePauseScreen: 469,23-234,1417 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-23 UI scissor out of bounds in GamePauseScreen: 0,23-458,1417 / 1440,720
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-23 UI scissor out of bounds in GamePauseScreen: 1072,23-351,697 / 720,1440
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-23 UI scissor out of bounds in GamePauseScreen: 0,23-1061,697 / 720,1440
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-22 UI scissor out of bounds in GamePauseScreen: 286,21-83,1515 / 600,960
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-22 UI scissor out of bounds in GamePauseScreen: 0,21-283,1515 / 600,960
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-22 UI scissor out of bounds in GamePauseScreen: 1204,8-316,367 / 960,600
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-22 UI scissor out of bounds in GamePauseScreen: 0,8-1195,367 / 960,600
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-21 UI scissor out of bounds in SavedataScreen: 1300,66-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1413,551-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1413,482-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1413,412-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1413,343-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1413,274-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1413,205-0,66 / 1280,736
Grand Theft Auto: Vice City Stories v1.14.1 2023-01-30 UI scissor out of bounds in SavedataScreen: 1413,135-0,66 / 1280,736