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Game title |
Version |
Latest Report |
Message |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.18.1-1042-gd58d193138 |
2025-02-14 |
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 |
2024-12-12 |
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 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
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 r4p0-00rel0 [Revision 96995].
03f10444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f10444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-10-01 |
WriteToHardware: Invalid address 0000041c near PC 08876c74 LR 08876c74 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.4-1 |
2024-09-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a0e0f8, pos=0, access=1, data=1, text=1 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.4-1 |
2024-09-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cd1630, pos=0, access=1, data=1, text=1 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-29 |
WriteToHardware: Invalid address 0000042c near PC 0892f2c8 LR 0892f2c8 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-29 |
WriteToHardware: Invalid address 00000500 near PC 0893c594 LR 0893c594 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-29 |
ReadFromHardware: Invalid address 00000500 near PC 0893c594 LR 0893c594 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-24 |
WriteToHardware: Invalid address 0000041c near PC 08996c28 LR 08946d24 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17 |
2024-09-22 |
ReadFromHardware: Invalid address 00000003 near PC 00000003 LR 0883f0ec |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-09-18 |
Wrong magic number 3c0440e0 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-16 |
sceDmacMemcpy(dest=04000000, src=09284a40, size=557056): overlapping read |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-14 |
WriteToHardware: Invalid address 0c000000 near PC 08996a8c LR 0893f308 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-12 |
Unknown GetPointerWrite 00000000 PC 08996a8c LR 08935c50 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.4-1 |
2024-09-10 |
WriteToHardware: Invalid address 04800000 near PC 08996a8c LR 08941038 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.4-1 |
2024-09-10 |
Unknown GetPointerWrite 00000000 PC 08996a8c LR 08941038 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-06 |
MIPSCompileOp: Invalid instruction 000005d4 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-06 |
Jump to invalid address: 02c55710 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-09-06 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-06 |
MIPSCompileOp: Invalid instruction 63665300 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-09-04 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000138, pos=0, access=1, data=2, text=2 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-31 |
WriteToHardware: Invalid address 15af5bc0 near PC 08000000 LR 08000000 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-30 |
ReadFromHardware: Invalid address 00000038 near PC 0894a928 LR 0894a810 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.4-1 |
2024-08-28 |
An uneaten prefix at end of block for 08927e54 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-24 |
Unknown GetPointer 4a005320 PC 08996a48 LR 08996a50 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-24 |
Unknown GetPointerWrite 00000004 PC 08996a48 LR 08996a50 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-10-17 |
Branch in branch delay slot at 088737cc with different target |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-10-17 |
Branch in branch delay slot at 088740cc with different target |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-21 |
ReadFromHardware: Invalid address 00000000 near PC 08916210 LR 08916200 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-20 |
An uneaten prefix at end of block: 08ac3ba4 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-11-28 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-19 |
ReadFromHardware: Invalid address 00000014 near PC 08910158 LR 08910138 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-19 |
WriteToHardware: Invalid address 00000054 near PC 0883ba90 LR 0883b824 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-19 |
ReadFromHardware: Invalid address 0000000e near PC 0886101c LR 08861008 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-19 |
Unknown GetPointerWrite 00000000 PC 08940f18 LR 08940f14 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-19 |
WriteToHardware: Invalid address 00000000 near PC 088084e4 LR 0882bd58 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-19 |
ReadFromHardware: Invalid address 00000000 near PC 088084b4 LR 0882bd58 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-19 |
ReadFromHardware: Invalid address 00000000 near PC 0882ba48 LR 0882ba4c |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-15 |
ReadFromHardware: Invalid address 00000008 near PC 08a63fe0 LR 08837fb8 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-334-g1786a4ddb |
2024-08-15 |
WriteToHardware: Invalid address 40000000 near PC 08837fd8 LR 08837fb8 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-15 |
Jump to invalid address: 038c2960 PC 08e20f24 LR 08abd6b8 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-15 |
Jump to invalid address: 03881360 PC 08e20f20 LR 08abd6b8 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-08-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=08ca6880, pos=0, access=1, data=2, text=2 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-10 |
WriteToHardware: Invalid address 00000f0c near PC 08000000 LR 08000000 |