Recent logs - Grand Theft Auto®: Chinatown Wars™

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Game title Version Latest Report Message
Grand Theft Auto®: Chinatown Wars™ v1.12.2 2023-06-08 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000019f, pos=0, access=1, data=2, text=2
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 002c003e
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 002b003f
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 002b003e
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 002b003d
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 002b003c
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 002a003f
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 002a003e
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 002a003d
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 002a003c
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 00290041
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 0029003f
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 0029003e
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-04 MIPSCompileOp: Invalid instruction 0029003d
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-06-02 Replacement rowPitch=2048, but w=4096 (level=0)
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-02 Unknown GetPointer fcaaa558 PC 08925d3c LR 08925d9c
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-22 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
Grand Theft Auto®: Chinatown Wars™ v1.6.3 2023-05-15 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in 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); fragColor0 = v; } vs: 00000000:00260b10 HWX T N Tex UVEnv 1: c:0 t:0 2: c:0 t:0 #version 300 es precision highp float; 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_lightpos1; uniform vec3 u_lightpos2; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos1), worldnormal), 1.0 + dot(normalize(u_lightpos2), worldnormal)) * 0.5, 1.0); }
Grand Theft Auto®: Chinatown Wars™ v1.6.3 2023-05-15 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in 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); fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 07ffea40
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 MIPSCompileOp: Invalid instruction 00000005
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff658 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff654 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff650 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff64c in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02d6f000
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02f07540
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02c73210
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02f07420
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02c73230
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02d50650
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff62c in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff628 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff624 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02c73160
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff618 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff614 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff610 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 07ffda80
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02028470
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02f06f80
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff5c0 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff5bc in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff5b8 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff5b4 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff5b0 in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 028131d0
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02f07060
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 03861d00
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 078847e0
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 MIPSCompileOp: Invalid instruction 7f800001
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff53c in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Jump to invalid address: 02d6d8f0
Grand Theft Auto®: Chinatown Wars™ v1.15.3 2023-05-12 Branch in Jump delay slot at 09fff52c in block starting at 09fff480
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-04-30 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]. 01730551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull #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)) // 01730551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull 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) { 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 * 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) { 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 * 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) { 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 +
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-04-30 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]. 01f31111:00000329 HWX C N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #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)) // 01f31111:00000329 HWX C N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * 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(ldo
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-04-15 WriteToHardware: Invalid address 00000108 near PC 08000000 LR 08000000
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-04-15 WriteToHardware: Invalid address 000001fe near PC 08000000 LR 08000000
Grand Theft Auto®: Chinatown Wars™ v1.6.3 2023-04-05 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00200822 Tex TexAlpha LM Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout 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); fragColor0 = v; } vs: 01f31111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 #version 300 es precision highp float; 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; out highp float v_fogdepth; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Grand Theft Auto®: Chinatown Wars™ v1.6.3 2023-04-05 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #version 300 es precision highp float; 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 lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-05-01 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 r7p0-00rel1 [Revision 96995]. 01f31111:00000931 HWX T LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #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)) // 01f31111:00000931 HWX T LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull 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 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 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
Grand Theft Auto®: Chinatown Wars™ v1.15.4 2023-06-03 Unknown GetPointerWrite 00000000 PC 089737b4 LR 089737bc
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-03-12 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 r8p0-00dev0 [Revision 96995]. 01f31111:00000329 HWX C N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #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)) // 01f31111:00000329 HWX C N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 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; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * 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(ldo
Grand Theft Auto®: Chinatown Wars™ v1.10.2 2023-03-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151249632
Grand Theft Auto®: Chinatown Wars™ v1.10.2 2023-03-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146210816
Grand Theft Auto®: Chinatown Wars™ v1.10.2 2023-03-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296812
Grand Theft Auto®: Chinatown Wars™ v1.10.2 2023-03-01 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776
Grand Theft Auto®: Chinatown Wars™ v1.10.2 2023-03-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
Grand Theft Auto®: Chinatown Wars™ v1.10.2 2023-03-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 2144,229-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 2144,112-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 2097,229-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 2097,112-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 1949,229-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 1949,112-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 2088,229-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 2088,112-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 2145,229-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-02-19 UI scissor out of bounds in SavedataScreen: 2145,112-0,111 / 1920,1080
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-02-18 UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 960,544
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-02-18 UI scissor out of bounds in GamePauseScreen: 0,20-1041,748 / 960,544
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-03-09 UI scissor out of bounds in MainScreen: 55,0-1180,721 / 1600,720
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-02-22 UI scissor out of bounds in GameSettingsScreen: 294,0-1294,721 / 1600,720
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-02-06 Unknown GetPointerWrite 00000000 PC 08a70620 LR 08a70628
Grand Theft Auto®: Chinatown Wars™ v1.11 2023-02-05 Jump to invalid address: 029ba080 PC 08000020 LR 08000020
Grand Theft Auto®: Chinatown Wars™ v1.11 2023-02-05 Branch in JumpReg delay slot at 08a6cda0 in block starting at 08a6cd90
Grand Theft Auto®: Chinatown Wars™ v1.11 2023-02-05 Jump to invalid address: 029ba080 PC 08a6cda0 LR 08a6cd90
Grand Theft Auto®: Chinatown Wars™ v1.11 2023-02-05 Jump to invalid address: 029ba080 PC 08a6cd90 LR 08a6cd90
Grand Theft Auto®: Chinatown Wars™ v1.11 2023-02-05 Jump to invalid address: 029ba080 PC 08a6cd80 LR 08a6cd80
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-01-27 Replacement rowPitch=256, but w=2048 (level=0)
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-01-27 Replacement rowPitch=1024, but w=4096 (level=0)
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-01-21 UI scissor out of bounds in GameSettingsScreen: 403,0-1509,816 / 1813,816
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-01-16 Attempting to texture from current render target (src=04088000 / target=04088000 / flags=7), making a copy
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-01-16 80630006=sceAtracSetHalfwayBufferAndGetID(08bfec80, 00001000, 00040000): invalid RIFF header
Grand Theft Auto®: Chinatown Wars™ v1.11.3 2023-01-08 Branch in Jump delay slot at 0800042c in block starting at 08000020
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-01-07 UI scissor out of bounds in MainScreen: 906,923-0,67 / 720,1600
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-01-07 UI scissor out of bounds in MainScreen: 842,923-0,67 / 720,1600
Grand Theft Auto®: Chinatown Wars™ v1.14.1 2023-01-07 UI scissor out of bounds in MainScreen: 753,923-0,67 / 720,1600
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-01-05 Branch in Jump delay slot at 09fff38c in block starting at 09fff338
Grand Theft Auto®: Chinatown Wars™ v1.14 2023-01-05 Jump to invalid address: 02e09b30 PC 09fff38c LR 08a18dec