Recent logs - SOULCALIBUR: Broken Destiny

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Game title Version Latest Report Message
SOULCALIBUR: Broken Destiny v1.7.4 2020-02-03 WriteToHardware: Invalid address 000003eb near PC 08925a78 LR 08861e00
SOULCALIBUR: Broken Destiny v1.7.4 2020-02-03 ReadFromHardware: Invalid address 000003eb near PC 08925a78 LR 08861e00
SOULCALIBUR: Broken Destiny v1.9.3 2019-12-26 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0080d822 Tex TexAlpha LM 2x TFuncMod AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f01111:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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); 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_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * 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_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * 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
SOULCALIBUR: Broken Destiny v1.9.3 2019-12-26 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0081d822 Tex TexAlpha LM 2x TFuncMod AlphaTest0 > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if (v.a < 0.002) discard; gl_FragColor = v; } vs: 01f01111:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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); 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_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * 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_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * 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_l
SOULCALIBUR: Broken Destiny v1.9.3 2019-12-26 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0980d822 Tex TexAlpha LM 2x StenToAlpha Sten1 TFuncMod AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = vec4(v.rgb, 1.0); } vs: 01f01111:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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); 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_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * 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_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * 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); }
SOULCALIBUR: Broken Destiny v1.9.3 2019-12-26 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:09800802 Tex LM 2x StenToAlpha Sten1 TFuncMod #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = vec4(v.rgb, 1.0); } vs: 01f01111:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 #version 110 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; attribute 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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); 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_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * 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_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * 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_matambie
SOULCALIBUR: Broken Destiny v1.9.3-80-g73bf6098e 2019-12-25 __KernelStopThread: thread 367 does not exist
SOULCALIBUR: Broken Destiny v1.9.3-80-g73bf6098e 2019-12-25 __KernelStopThread: thread 644 does not exist
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-14 sectionToModify = -1 - ignoring relocation sector 47
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-14 Traditional relocations unsupported.
SOULCALIBUR: Broken Destiny v1.9.3-147-ge84788138 2019-12-08 Unknown syscall in known module 'sceNpAuth': 0x6900f084
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08860340, type=12 : addiu s1, v1, 0x794
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08842720, type=10 : li a3, 0
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08c3678c, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 89016ca4, type=14 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08be16c4, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 890e1a8c, type=14 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08808998, type=14 : beq v1, v0, ->$00000054
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 098a8e14, type=3 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08a03830, type=14 : addiu s2, a0, 0x354
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 09001b18, type=13 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08abd704, type=15 : sw a1, 0x2E28(s1)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 089de15c, type=10 : lw v0, 0x30(a0)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088ca824, type=12 : sv.s S010, 12452(zero)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 Suspicious address 198480c8, skipping reloc, type = 2
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 4894d810, type=12 : sw v0, 0x110(a0)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 0880daa0, type=8 : move s0, a0
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 092d60c8, type=15 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 0890d014, type=14 : bc1t ->$00000088
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 09c4280c, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08e094d4, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 Suspicious address f4a6c187, skipping reloc, type = 5
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08a91c48, type=12 : addiu v0, v1, 0x6F00
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 89490f58, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088e1c84, type=12 : j ->$000ddbec
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 098cb678, type=9 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 4887e20c, type=8 : sw t6, 0x24(sp)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 Suspicious address f282b43e, skipping reloc, type = 6
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 09083c68, type=13 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088d6464, type=14 : lw v0, 0x40(s3)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! c882f568, type=12 : move a1, s0
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 89e05e5c, type=10 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 48a83e44, type=13 : sw zero, 0xD8(s4)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 040a885c, type=15 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 089d2ecc, type=12 : jal ->$001287a4
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08804ac8, type=14 : jal ->$00250c8c
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088cac04, type=8 : lh a0, 0x108(ra)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 88f47950, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 49c1c97c, type=11 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08ad296c, type=13 : move a1, s1
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 Suspicious address 0f90403c, skipping reloc, type = 14
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088e286c, type=8 : jal ->$0002be60
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 8405991c, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 089f638c, type=12 : lw s0, 0x30(sp)
SOULCALIBUR: Broken Destiny v1.8.0 2020-02-23 Unknown GetPointer 00000000 PC 08a94868 LR 08a7ea7c
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 49be3eb8, type=9 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08e449c8, type=3 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 889303d0, type=12 : lw a1, 0xC(a2)
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08f47950, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 089043c8, type=12 : c.le f1, f2
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 Bad segment number 68
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08805a38, type=12 : jr ->ra
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08804258, type=9 : beq a2, zero, ->$00000014
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08eb94bc, type=13 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 48a4cc84, type=13 : mov.s f20, f0
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 48824f68, type=13 : trunc.w.s f0, f0
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088244a4, type=13 : sltiu v0, v0, 0x2
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088d6564, type=14 : addiu v0, v0, 0x1
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! c8c862e4, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! c849b598, type=3 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 89216ca4, type=14 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 48a42dc0, type=15 : lw a2, 0x241C(v0)
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088e286c, type=12 : jal ->$0002be60
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 88c98694, type=13 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088d5788, type=14 : addu v0, v0, a1
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 440fdc64, type=14 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08cd7a68, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088964a4, type=13 : lw v1, 0x0(s1)
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 Suspicious address ea88843e, skipping reloc, type = 6
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 09c87f38, type=3 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 Suspicious address 68c8441d, skipping reloc, type = 5
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 Suspicious address 888142bb, skipping reloc, type = 4
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 099028e8, type=8 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 096d60c8, type=15 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 0887ec0c, type=14 : beq v1, zero, ->$0000003c
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 09646fc0, type=13 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08c93d54, type=8 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 88780830, type=13 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! c8c8d308, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08805c60, type=14 : sw a1, 0x0(t0)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 49c37fbc, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 Bad segment number 32
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 00012734, type=12 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 098d6dc0, type=8 : nop
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088d68c8, type=14 : lw s1, 0x6E50(v0)
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 08845258, type=14 : bc1tl ->$0000002c
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 888d46ec, type=15 : jal ->$08a63df0
SOULCALIBUR: Broken Destiny v1.9.4 2019-12-08 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! 088d6cf8, type=9 : j ->$000d2998
SOULCALIBUR: Broken Destiny v1.9.4 2019-11-13 ARGH IT'S AN UNKNOWN RELOCATION!!!!!!!! c9ee20a8, type=8 : nop