Recent logs - DRAGON BALL Z SHIN BUDOKAI 2

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Game title Version Latest Report Message
DRAGON BALL Z SHIN BUDOKAI 2 v1.11.3 2024-03-18 WriteToHardware: Invalid address 00000000 near PC 0893cb2c LR 0893cb50
DRAGON BALL Z SHIN BUDOKAI 2 v1.11.3 2024-03-18 WriteToHardware: Invalid address 0c000000 near PC 0893cb2c LR 0893cb50
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-03-18 WriteToHardware: Invalid address 00000750 near PC 0881837c LR 08818368
DRAGON BALL Z SHIN BUDOKAI 2 v1.11.3 2024-03-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000008, pos=0, access=1, data=2, text=2
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-03-17 WriteToHardware: Invalid address 15af6080 near PC 08944408 LR 08942ca4
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-03-15 Wrong magic number b2fef900
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-03-15 Wrong magic number 8fb700c4
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-03-14 Wrong magic number 00000010
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-03-14 Wrong magic number 56202c33
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-03-10 MIPSCompileOp: Invalid instruction 00000055
DRAGON BALL Z SHIN BUDOKAI 2 v1.16 2024-03-05 WriteToHardware: Invalid address 0000042c near PC 0881837c LR 08818368
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-03-02 Unknown GetPointerWrite 00000000 PC 08996a4c LR 08890e04
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-03-02 Unknown GetPointer 00000000 PC 08996a4c LR 08890bac
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-03-01 Unknown GetPointerWrite 0a0072a4 PC 08996a4c LR 089a0f94
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-03-10 Unknown GetPointerWrite 00000000 PC 08996a8c LR 0893cb50
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-25 Wrong magic number 01030328
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-25 Wrong magic number 47207265
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-25 Wrong magic number 0c03d4ef
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-25 Wrong magic number 24a412c8
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-25 Wrong magic number 72676f72
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-25 Wrong magic number 69755f78
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-25 Wrong magic number 352dedb4
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-25 Wrong magic number 696eca20
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-02-23 Unknown GetPointerWrite 00000541 PC 08996a8c LR 08875400
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-21 Wrong magic number 5f637473
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-21 Wrong magic number b0434b1f
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-02-21 Wrong magic number 3eff71c6
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-02-18 __KernelStopThread: thread 506 does not exist (ApctlThread deleted)
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-03-17 Unknown GetPointerWrite 0a007294 PC 08996a4c LR 089a0f94
DRAGON BALL Z SHIN BUDOKAI 2 v1.11.3 2024-03-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 33144
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-02-17 WriteToHardware: Invalid address 04800000 near PC 08996a8c LR 0880855c
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-02-17 Unknown GetPointerWrite 00000000 PC 08996a8c LR 0880855c
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-02-12 WriteToHardware: Invalid address 4af0d97f near PC 089436d4 LR 08943764
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-02-11 sceGeBreak(mode=0, unknown=08a6ac38): unknown ptr (valid)
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.5 2024-02-10 WriteToHardware: Invalid address 00000000 near PC 0893efc4 LR 0893efc4
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-02-08 Unknown GetPointerWrite 0a006d40 PC 08996a8c LR 0893f308
DRAGON BALL Z SHIN BUDOKAI 2 v1.17 2024-02-04 WriteToHardware: Invalid address 0000042c near PC 08996a8c LR 0893f308
DRAGON BALL Z SHIN BUDOKAI 2 v1.17 2024-02-04 WriteToHardware: Invalid address 00000410 near PC 08000000 LR 08000000
DRAGON BALL Z SHIN BUDOKAI 2 v1.15.3 2024-01-30 Branch in JumpReg delay slot at 09b40114 in block starting at 09b40114
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-29 WriteToHardware: Invalid address 4a54f0a1 near PC 089436d4 LR 08943764
DRAGON BALL Z SHIN BUDOKAI 2 v1.12.2 2024-01-28 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0404c000 offset: 0 (128x128 stride 512, 8888)
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-28 Jump to invalid address: 02bd5b00
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-01-23 Wrong magic number afb00034
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-23 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfe44, pos=0, access=1, data=1, text=1
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-23 sceKernelLoadModule: unsupported options size=00000014, flags=0890066c, pos=0, access=1, data=2, text=2
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-01-22 Wrong magic number 7be60400
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-01-22 Wrong magic number 7cb17000
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-21 __KernelStopThread: thread 331 does not exist (helper deleted)
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-21 80630006=sceAtracSetDataAndGetID(09bc0140, 00014000): invalid RIFF header
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-21 80630006=sceAtracSetDataAndGetID(09bc0180, 00014000): invalid RIFF header
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-21 80630006=sceAtracSetDataAndGetID(09babc80, 00014000): invalid RIFF header
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-21 80630006=sceAtracSetDataAndGetID(09bc8200, 00014000): invalid RIFF header
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-21 UNTESTED sceNetAdhocPollSocket(09fed090, 1, 0, 1) at 08af13dc
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-21 WriteToHardware: Invalid address 0a3700c0 near PC 088f3478 LR 088f3478
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-21 WriteToHardware: Invalid address 0a36e100 near PC 088f3478 LR 088f3478
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Jump to invalid address: 066ccce0
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Branch in Jump delay slot at 09362810 in block starting at 09362618
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Jump to invalid address: 04c55ca0
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Branch in Jump delay slot at 0936280c in block starting at 09362618
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Branch in Jump delay slot at 09362808 in block starting at 09362618
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Jump to invalid address: 0349cf50
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 MIPSCompileOp: Invalid instruction 436fe98c
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Jump to invalid address: 06a91100
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Branch in Jump delay slot at 09362628 in block starting at 09362618
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Jump to invalid address: 0348be60
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 MIPSCompileOp: Invalid instruction 00413c3d
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 MIPSCompileOp: Invalid instruction 003a3738
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 MIPSCompileOp: Invalid instruction 003d393a
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 MIPSCompileOp: Invalid instruction 00393535
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 MIPSCompileOp: Invalid instruction 0022201f
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 MIPSCompileOp: Invalid instruction 00201e1e
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 MIPSCompileOp: Invalid instruction 00100e0e
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2 2024-01-21 Jump to invalid address: 04d8a200
DRAGON BALL Z SHIN BUDOKAI 2 v1.11.3 2024-01-18 Trying to compile instruction 00000132 that can't be interpreted
DRAGON BALL Z SHIN BUDOKAI 2 v1.11.3 2024-01-18 Branch in Jump delay slot at 08981fa8 in block starting at 08981fa4
DRAGON BALL Z SHIN BUDOKAI 2 v1.11.3 2024-01-18 MIPSCompileOp: Invalid instruction 67bf7db9
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-17 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:150: 'outerProduct' : no matching overloaded function found ERROR: 0:150: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00000b08 HWX C T N Bezier #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 80000000:00000b08 HWX C T N Bezier in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (1
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-17 WriteToHardware: Invalid address 0000042c near PC 0892a7c8 LR 0892a620
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-01-13 UI scissor out of bounds in HostnameSelectScreen: 273,224-734,58 / 720,1280
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-01-13 UI scissor out of bounds in GameSettingsScreen: 0,85-1280,536 / 720,1280
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-01-13 UI scissor out of bounds in HostnameSelectScreen: 485,126-1304,33 / 1280,720
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-12 Unknown GetPointerWrite 144ae920 PC 0893f250 LR 0893f308
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2024-01-10 Wrong magic number 00000018
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-06 00000000=sceGeEdramSetAddrTranslation(00000000)
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-01-06 UI scissor out of bounds in ReportFinishScreen: 300,26-400,1254 / 1280,720
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-01-06 UI scissor out of bounds in ReportFinishScreen: 0,26-280,1247 / 1280,720
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-01-06 UI scissor out of bounds in ReportFinishScreen: 1528,15-712,390 / 1280,720
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-01-06 UI scissor out of bounds in ReportFinishScreen: 0,15-1494,387 / 1280,720
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2024-01-05 WriteToHardware: Invalid address 1583c4c0 near PC 08942fcc LR 089430c8
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2023-12-31 sceKernelLoadModule: unsupported options size=00000014, flags=0881d51c, pos=0, access=1, data=1, text=1
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2023-12-21 __KernelStopThread: thread 292 does not exist (helper deleted)
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-01-16 UI scissor out of bounds in MainScreen: 66,0-1148,720 / 1604,719
DRAGON BALL Z SHIN BUDOKAI 2 v1.9.4 2023-12-18 WriteToHardware: Invalid address 15876dc0 near PC 08000000 LR 08000000
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2023-12-16 WriteToHardware: Invalid address 0000041c near PC 0892edb4 LR 0892edb4
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2023-12-08 Unknown GE command : ef4dae8e
DRAGON BALL Z SHIN BUDOKAI 2 v1.11.2 2023-12-08 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_S(inout vec3 color) { float GAUSSS_SPAN_MAX = 1.5; float GAUSSS_KERNEL_SIZE = 5.0; vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE); vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0; vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0; vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0; vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0; vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0; vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0; vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0; vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0; vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0; vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0; vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0; vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0; vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0; color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12; color /= vec3(58.0); return color; } vec3 processSHADEBOOST(inout vec3 color) { float sat = 1.89999997615814208984375; float brt = 0.699999988079071044921875; float con = 1.2000000476837158203125; float AvgLumR = 1.5; float AvgLumG = 1.5; float AvgLumB = 1.5; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; return color; } void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 5; vec3 color = texture(sampler0, v_texcoord0).xyz; vec3 param = color; vec3 _311 = processGAUSS_S(param); color = _311; vec3 param_1 = color; vec3 _314 = processSHADEBOOST(param_1); color = _314; _RESERVED_IDENTIFIER_FIXUP_gl_Fr
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.2 2023-12-06 MFIC instruction hit (70020024) at 088ba5dc
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-03-02 Unusual bezier/spline vtype: 12000780, morph: 0, bones: 1
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2023-12-05 D3D error in shader compilation: info: C:\Users\Miana\OneDrive\?rea de Trabalho\ppsspp_win\Shader@0x000001BE99AE5710(95,31-45): error X3004: undeclared identifier 'u_spline_counts' / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float4 gl_Position : POSITION; }; float2 tess_sample(in float2 points[16], float4x4 weights) { float2 pos = float2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float3 tess_sample(in float3 points[16], float4x4 weights) { float3 pos = float3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4 tess_sample(in float4 points[16], float4x4 weights) { float4 pos = float4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4x4 outerProduct(float4 u, float4 v) { return mul((float4x1)v, (float1x4)u); } struct Tess { float3 pos; float2 tex; float4 col; }; void tessellate(in VS_IN In, out Tess tess) { int2 point_pos = int2(In.position.z, In.normal.z) * 3; int2 weight_idx = int2(In.position.xy); float3 _pos[16]; float2 _tex[16]; float4 _col[16]; int index; index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[0] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[5] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[6] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[7] = tess_data[index].pos; index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[8]
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2023-12-05 D3D error in shader compilation: info: C:\Users\Miana\OneDrive\?rea de Trabalho\ppsspp_win\Shader@0x000001BE9002BD60(95,31-45): error X3004: undeclared identifier 'u_spline_counts' / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float4 gl_Position : POSITION; }; float2 tess_sample(in float2 points[16], float4x4 weights) { float2 pos = float2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float3 tess_sample(in float3 points[16], float4x4 weights) { float3 pos = float3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4 tess_sample(in float4 points[16], float4x4 weights) { float4 pos = float4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4x4 outerProduct(float4 u, float4 v) { return mul((float4x1)v, (float1x4)u); } struct Tess { float3 pos; float2 tex; float4 col; }; void tessellate(in VS_IN In, out Tess tess) { int2 point_pos = int2(In.position.z, In.normal.z) * 3; int2 weight_idx = int2(In.position.xy); float3 _pos[16]; float2 _tex[16]; float4 _col[16]; int index; index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[0] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[5] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[6] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[7] = tess_data[index].pos; index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[8]