Recent logs - DRAGON BALL Z SHIN BUDOKAI 2

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Game title Version Latest Report Message
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1-1042-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