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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 |