Recent logs - Grand Theft Auto®: Chinatown Wars™

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-02-09 WriteToHardware: Invalid address 0000054a near PC 08000000 LR 08000000
Grand Theft Auto®: Chinatown Wars™ v1.16.6 2025-02-08 ReadFromHardware: Invalid address 00000030 near PC 08a810fc LR 08a810fc
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-02-04 sceIoIoctl(disc0:/UMD_DATA.BIN, 01020001, 00000000, 0, 08b84800, 800)
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-02-08 00000400=sceGeEdramSetAddrTranslation(00001000)
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-02-15 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel0 [Revision 96995]. 01730551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecul
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-02-15 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel0 [Revision 96995]. 01f31991:00000901 HWX T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:0 MatUp:3 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f31991:00000901 HWX T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:0 MatUp:3 attribute vec3 position; attribute 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 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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_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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos;
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-24 WriteToHardware: Invalid address 00000010 near PC 08b00d08 LR 08af67ac
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-20 Unknown GetPointerWrite 00000000 PC 08b10f98 LR 089da884
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-10 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f31591:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f31591:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; 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 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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 = color0; vec3 diffuseColor = color0.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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLig
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-09 WriteToHardware: Invalid address 00000010 near PC 08ad1bf4 LR 08ad1840
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-07 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0886f1e0
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-08 Unknown GetPointerWrite 00000000 PC 08943f8c LR 08943fa0
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-08 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0896fb98
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-05 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-01rel0 [Revision 96995]. 01f31591:00000929 HWX C T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f31591:00000929 HWX C T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3 Cull attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; 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 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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 = color0; vec3 diffuseColor = color0.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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-27 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p0-01rel0 [Revision 96995]. 01f31991:00000901 HWX T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:0 MatUp:3 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f31991:00000901 HWX T LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:2 3: c:1 t:0 MatUp:3 attribute vec3 position; attribute 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 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 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying 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_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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos;
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2024-12-26 Branch in RSRTComp delay slot at 08a6edc0 in block starting at 08a6ed7c
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2024-12-26 Jump to invalid address: 029bb710
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2024-12-26 Jump to invalid address: 0564bc80
Grand Theft Auto®: Chinatown Wars™ v1.8.0 2024-12-19 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00rel0 [Revision 96995]. 01f31191:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:0 3: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; 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 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; 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; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 0007ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 029700e8
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00daffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00f9ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00f1ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 01110129
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00f3ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02e100d4
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00f4ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02a2ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 019a02b8
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00f8ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00f00269
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00d8ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 01bfffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00f5ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 030600fb
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 020d0281
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 031e0238
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 0259ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 028402bf
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 025000be
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 01d00138
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 01500279
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 030d00bd
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 028cffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02f9015e
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02c602c5
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 01b5ffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 42a98c00
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 7c00ae68
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 7c013d68
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction cf00bcff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 007c013d
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 42008b00
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 01000081
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 4dc53000
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02a900bf
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 020c00bc
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02d5033c
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 025400b7
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 01df0229
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02a800bd
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 011d027a
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 01350081
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 031f00bd
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00c801b7
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02b3027a
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 024302b8
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02fc020e
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 02730081
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 00baffff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction 0200ae68
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction b401cf01
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction b402cd03
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction ce00cdff
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction cfffff00
Grand Theft Auto®: Chinatown Wars™ v1.9.4 2024-12-06 MIPSCompileOp: Invalid instruction b1ffffff
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-11-20 Failed to read valid video stream data from header
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-11-20 Unexpected mpeg first timestamp: 5579a080000 / 5873804509184
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2024-11-08 MIPSCompileOp: Invalid instruction 000005d4
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2024-11-08 Jump to invalid address: 02c55710
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2024-11-08 Unknown GetPointerWrite 00000048 PC 089f74c4 LR 089f74d4
Grand Theft Auto®: Chinatown Wars™ v1.17 2024-10-20 Jump to invalid address: 05ef7390
Grand Theft Auto®: Chinatown Wars™ v1.17 2024-10-20 Jump to invalid address: 05ef7340
Grand Theft Auto®: Chinatown Wars™ v1.17 2024-10-20 Jump to invalid address: 05ef72f0
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-15 __KernelStopThread: thread 281 does not exist (ApctlThread deleted)
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-15 __KernelStopThread: thread 281 does not exist (ApctlThread stopped)
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Jump to invalid address: 0355c220 PC 08bf53d8 LR 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Branch in Jump delay slot at 08bf53d4 in block starting at 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Jump to invalid address: 02d68d20 PC 08bf53d4 LR 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Jump to invalid address: 0355c1e0 PC 08bf53c8 LR 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Branch in Jump delay slot at 08bf53c4 in block starting at 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Jump to invalid address: 02d68ce0 PC 08bf53c4 LR 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Jump to invalid address: 0355c1a0 PC 08bf53b8 LR 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Branch in Jump delay slot at 08bf53b4 in block starting at 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Jump to invalid address: 02d68ca0 PC 08bf53b4 LR 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Jump to invalid address: 0355c160 PC 08bf53a8 LR 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Branch in Jump delay slot at 08bf53a4 in block starting at 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Jump to invalid address: 02d68c60 PC 08bf53a4 LR 08bf4888
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-10-12 Jump to invalid address: 0355c120 PC 08bf5398 LR 08bf4888