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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] |