Recent logs - DRAGON BALL Z SHIN BUDOKAI 2

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Game title Version Latest Report Message
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-17 Branch in branch delay slot at 48acd804 with different target
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-17 Branch in branch delay slot at 48acd7ec with different target
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-17 Branch in branch delay slot at 48acd7f0 with different target
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-17 MIPSCompileOp: Invalid instruction 40a00000
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-11 Branch in branch delay slot at 48ad5c28 with different target
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-11 Branch in branch delay slot at 48ad5c40 with different target
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-11 Branch in branch delay slot at 48ad5c2c with different target
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-11 MIPSCompileOp: Invalid instruction 43550000
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-11 MIPSCompileOp: Invalid instruction 43858000
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-01 WriteToHardware: Invalid address 00000810 near PC 08943810 LR 08943810
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1-984-gfd4809490b 2025-04-23 2153971718=sceAtracSetDataAndGetID(09b683c0, 00004000): invalid RIFF header
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-04-21 Wrong magic number 2492ffff
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-04-21 Wrong magic number 39ad9e70
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2025-04-18 WriteToHardware: Invalid address 00000750 near PC 0887723c LR 08876c7c
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-04-16 WriteToHardware: Invalid address 00000750 near PC 08996a8c LR 0893f308
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-04-14 sceDmacMemcpy(dest=04154000, src=08f2c660, size=557056): overlapping read
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-04-05 WriteToHardware: Invalid address 0000042c near PC 08996a8c LR 089249cc
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-04-04 WriteToHardware: Invalid address 0000042c near PC 0881cbb8 LR 0881cbac
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.2 2025-03-30 UI scissor out of bounds in GameSettingsScreen: 274,0-924,586 / 1208,544
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2025-03-29 Imm vertex used clip value, flags=50a800
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-03-24 WriteToHardware: Invalid address 15826e80 near PC 0886f8b8 LR 0886f8b8
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-03-23 WriteToHardware: Invalid address 15aec880 near PC 089436ec LR 08943764
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2025-03-20 WriteToHardware: Invalid address 00000006 near PC 088f89b8 LR 088f8968
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-03-16 Wrong magic number 65646168
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-03-16 Wrong magic number 735f4c47
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-03-16 Wrong magic number 735f6572
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-03-16 Wrong magic number 8290dc7c
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-03-16 Wrong magic number 000001a0
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-03-16 Wrong magic number 772d3b72
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-03-16 Wrong magic number d0a3f203
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-03-16 Wrong magic number 11727874
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-03-16 Wrong magic number 579153a7
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.3 2025-03-15 80630011=sceAtracSetDataAndGetID(09b97600, 00004000): too small for WAVE chunk at -1120656310
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.3 2025-03-15 ReadFromHardware: Invalid address 3f124333 near PC 089309cc LR 089309c0
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.1 2025-03-12 WriteToHardware: Invalid address 0000041c near PC 08932d24 LR 08932d24
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2025-03-05 ReadFromHardware: Invalid address 00017660 near PC 08890328 LR 08878854
DRAGON BALL Z SHIN BUDOKAI 2 v1.18 2025-02-24 WriteToHardware: Invalid address 04800000 near PC 08996a8c LR 08808548
DRAGON BALL Z SHIN BUDOKAI 2 v1.18 2025-02-24 Unknown GetPointerWrite 00000000 PC 08996a8c LR 08808548
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1-984-gfd4809490b 2025-04-23 2153971718=sceAtracSetDataAndGetID(09b97600, 00004000): invalid RIFF header
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-02-20 WriteToHardware: Invalid address 00000810 near PC 08996a8c LR 0886fde8
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-04-28 WriteToHardware: Invalid address 517cad60 near PC 089436d4 LR 08943764
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-02-17 WriteToHardware: Invalid address d25531cb near PC 089436d4 LR 08943764
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.6 2025-02-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1-984-gfd4809490b 2025-02-22 2153971718=sceAtracSetDataAndGetID(09b97600, 00004000): fmt definition too small (16)
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-02-06 sceDmacMemcpy(dest=04154000, src=08e54e40, size=557056): overlapping read
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-02-02 Wrong magic number f2e07f2e
DRAGON BALL Z SHIN BUDOKAI 2 v1.4 2025-02-01 Wrong magic number 37b910a0
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.3 2025-01-30 80630006=sceAtracSetDataAndGetID(09b97600, 00004000): RIFF chunk did not contain WAVE
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-01-28 WriteToHardware: Invalid address 0000042c near PC 0892ea28 LR 0892ea28
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-01-09 WriteToHardware: Invalid address 15b01ec0 near PC 08932e00 LR 08932e00
DRAGON BALL Z SHIN BUDOKAI 2 v1.6.3 2025-01-05 ReadFromHardware: Invalid address 00017660 near PC 088903dc LR 08878854
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-01-05 WriteToHardware: Invalid address 15b00e80 near PC 089401b4 LR 0888b180
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2025-01-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149422080
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2025-01-03 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149557360
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2025-01-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151506040
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2025-01-03 Ignoring func export scePsmf/eaed89cd, already implemented in HLE.
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2025-01-03 Ignoring func export scePsmf/bd8ae0d8, already implemented in HLE.
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2025-01-03 Ignoring func export scePsmf/76d3aeba, already implemented in HLE.
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2025-01-03 Ignoring func export scePsmf/4bc9bde0, already implemented in HLE.
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2025-01-03 Ignoring func export scePsmf/1e6d9013, already implemented in HLE.
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2025-01-03 UI scissor out of bounds in GameSettingsScreen: 325,0-1262,720 / 1523,720
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-02-01 Unknown GetPointer 00000003 PC 08996a4c LR 089a0f94
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-12-27 Unknown GetPointerWrite 00000003 PC 08996a8c LR 08997470
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1-481-gfb76bd6722 2024-12-25 Error in shader compilation: info: Fragment shader compilation failed. Internal compiler error: unexpected operator 101c3216:00000002 Tex FragUber WriteMask ReplaceBlend_6A:8_B:12_Eq:2 TFuncMod #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 101c3216:00000002 Tex FragUber WriteMask ReplaceBlend_6A:8_B:12_Eq:2 TFuncMod precision highp int; uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D fbotex; uniform vec3 u_blendFixB; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; uint packUnorm4x8R(vec4 v) { highp vec4 f = clamp(v, 0.0, 1.0); uvec4 u = uvec4(255.0 * f); return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u); } vec4 unpackUnorm4x8R(highp uint x) { highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu); highp vec4 f = vec4(u); return f * (1.0 / 255.0); } void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = destColor.rgb * u_blendFixB - v.rgb * destColor.aaa * 2.0; fragColor0 = v; highp uint v32 = packUnorm4x8R(fragColor0); highp uint d32 = packUnorm4x8R(destColor); v32 = (v32 & u_colorWriteMask & 0x00FFFFFFu) | (d32 & (~u_colorWriteMask | 0xFF000000u)); fragColor0 = unpackUnorm4x8R(v32); }
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-12-19 Unknown GetPointerWrite 0a004e02 PC 089a0f8c LR 089a0f94
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-12-19 Unknown GetPointerWrite 0a008fa6 PC 089a0f8c LR 089a0f94
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.4 2024-12-18 Unknown GetPointerWrite 0a008d84 PC 0899cc5c LR 089a0f94
DRAGON BALL Z SHIN BUDOKAI 2 v1.16.4 2024-12-18 Unknown GetPointer 00000000 PC 0899b208 LR 089a0f94
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-04-06 sceDmacMemcpy(dest=04154000, src=08dfc650, size=557056): overlapping read
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2024-12-10 Error in shader program link: info: (unknown reason) fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
DRAGON BALL Z SHIN BUDOKAI 2 v1.10.3 2024-12-10 Error in shader program link: info: (unknown reason) fs: 00004000:00000032 Tex TexAlpha Flat TFuncAdd #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a * t.a); fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-12-01 WriteToHardware: Invalid address d2698f04 near PC 089436d4 LR 08943764
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-30 WriteToHardware: Invalid address 4af65a3e near PC 089436d4 LR 08943764
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-29 Unknown GetPointer deadbeef PC 08996a4c LR 08000000
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-25 MIPSCompileOp: Invalid instruction 00005eff
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-25 MIPSCompileOp: Invalid instruction 4af9bf80
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-25 MIPSCompileOp: Invalid instruction 000009fc
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-25 Branch in Jump delay slot at 08020400 in block starting at 08020104
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-21 Unknown GetPointerWrite 00000000 PC 08996a4c LR 08867118
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-12 WriteToHardware: Invalid address 00000000 near PC 08933f90 LR 08933f90
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-12 WriteToHardware: Invalid address 0c000000 near PC 08933f90 LR 08933f90
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-08 Imm vertex used clip value, flags=a62800
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-08 Decoding texture from VRAM mirror at 04359600 swizzle=1
DRAGON BALL Z SHIN BUDOKAI 2 v1.18 2024-11-05 ReadFromHardware: Invalid address 11bbf498 near PC 0894bfd0 LR 0894bfd0
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-11-03 MIPSCompileOp: Invalid instruction b18b8b8d
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-11-03 MIPSCompileOp: Invalid instruction d2c9c9c9
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-11-03 MIPSCompileOp: Invalid instruction 770b0000
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-11-03 WriteToHardware: Invalid address 44800000 near PC 08996a8c LR 0893f308
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-11-01 Could not setup streams, unexpected stream count: 4096
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-02-14 sceDmacMemcpy(dest=04154000, src=08e864e0, size=557056): overlapping read
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-10-29 WriteToHardware: Invalid address 15affc80 near PC 0888ac34 LR 0883e334
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-10-28 Branch in Jump delay slot at 08e1a5c0 in block starting at 08e1a580
DRAGON BALL Z SHIN BUDOKAI 2 v1.12.3 2024-10-26 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >= #version 330 #extension GL_EXT_gpu_shader4 : enable // GeForce 210/PCI/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp 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 = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00000000:00320b38 HWX C T N Tex UVEnv 0: c:0 t:0 3: c:0 t:0 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // GeForce 210/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec3 u_lightpos0; uniform vec3 u_lightpos3; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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); v_color0 = color0; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
DRAGON BALL Z SHIN BUDOKAI 2 v1.12.3 2024-10-26 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:00200802 Tex LM Fog TFuncMod #version 330 #extension GL_EXT_gpu_shader4 : enable // GeForce 210/PCI/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; in lowp vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01170000:00320b3d HWX C T N LM Fog Tex UVEnv Light: 0: c:0 t:0 3: c:0 t:0 MatUp:7 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // GeForce 210/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
DRAGON BALL Z SHIN BUDOKAI 2 v1.12.3 2024-10-26 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:0020f802 Tex LM Fog TFuncMod AlphaTest >= #version 330 #extension GL_EXT_gpu_shader4 : enable // GeForce 210/PCI/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; in lowp vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; fragColor0 = v; } vs: 01971000:00320b35 HWX T N LM Fog Tex UVEnv Light: 0: c:0 t:0 3: c:1 t:0 MatUp:7 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // GeForce 210/PCI/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * 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_lightspecular3 * u_matspecular.rgb * ldot ; } 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(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-10-25 WriteToHardware: Invalid address 00000000 near PC 0896de10 LR 0896873c
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-10-25 WriteToHardware: Invalid address 0c000000 near PC 0896de10 LR 0896873c
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-25 MFIC instruction hit (70020024) at 08a54588
DRAGON BALL Z SHIN BUDOKAI 2 v1.11.3 2024-10-15 MIPSCompileOp: Invalid instruction 01010101
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-10-06 WriteToHardware: Invalid address 0000042c near PC 0895c910 LR 08977788