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Game title |
Version |
Latest Report |
Message |
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 |
v1.17.1 |
2024-10-31 |
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 |
v1.17.1 |
2024-10-18 |
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 |
2024-08-20 |
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 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3 |
2024-08-08 |
WriteToHardware: Invalid address 15b00cc0 near PC 08933f90 LR 08933f90 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.7.1 |
2024-08-08 |
WriteToHardware: Invalid address bfadb12b near PC 08877048 LR 08876fc4 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-27 |
sceNetAdhocMatchingInit(32768) at 089998dc |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-06 |
80000107=sceDisplaySetFrameBuf(44000000, 512, 0, 0): must change latched framebuf first |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-06 |
Could not setup streams, unexpected stream count: 35208 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-06 |
Unexpected mpeg first timestamp: 30000000000 / 3298534883328 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.18.1 |
2024-11-08 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(0,0) |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.11.3 |
2024-08-03 |
Unknown GetPointer 00000000 PC 088e6e2c LR 08929d3c |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=089f0000, pos=0, access=1, data=2, text=2 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-08-22 |
WriteToHardware: Invalid address 00000750 near PC 0893f308 LR 0893f308 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-07-31 |
Wrong magic number 00420900 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-07-31 |
Wrong magic number 554f422d |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-07-31 |
Wrong magic number 65697669 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-07-31 |
Wrong magic number 00670043 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-07-31 |
Wrong magic number 8e456bf0 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-07-31 |
Wrong magic number 65745f52 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-07-31 |
Wrong magic number 5f325f65 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-31 |
Unknown GE command : feef0000 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.14.2 |
2024-09-16 |
80000107=sceDisplaySetFrameBuf(04088000, 512, 3, 0): must change latched framebuf first |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-29 |
Unknown GetPointer 00000010 PC 08996a4c LR 089a0f94 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-07-29 |
Unknown GetPointerWrite 0a000378 PC 089a0f8c LR 089a0f94 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.15.4 |
2024-07-29 |
80630006=sceAtracSetHalfwayBufferAndGetID(08dda440, 00000800, 00040000): invalid RIFF header |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-28 |
Unimplemented HLE function sceNetResolverCreate |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-07-27 |
Wrong magic number fd491fc6 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.4 |
2024-07-27 |
Wrong magic number 49a5be0e |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-07-26 |
Unknown GE command : fdb40000 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-07-26 |
Unknown GetPointerWrite 0a002368 PC 089a0f8c LR 089a0f94 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-07-26 |
Imm vertex used clip value, flags=f0c000 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-07-26 |
Unknown GetPointerWrite 0a002c36 PC 089a0f8c LR 089a0f94 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-08-20 |
Unknown GE command : ef188819 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-24 |
Unknown GE command : fd930000 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.16.6 |
2024-07-24 |
Unknown GetPointerWrite 0a004f8a PC 089a0f8c LR 089a0f94 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-21 |
__KernelStopThread: thread 919 does not exist (ApctlThread deleted) |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-21 |
WriteToHardware: Invalid address 000004ec near PC 08996a8c LR 0893f308 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-21 |
Jump to invalid address: 03bfb400 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-21 |
Jump to invalid address: 03bfb000 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-21 |
MIPSCompileOp: Invalid instruction b3c2ab74 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-07-21 |
MIPSCompileOp: Invalid instruction b400bef8 |