Recent logs - SOULCALIBUR: Broken Destiny

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Game title Version Latest Report Message
SOULCALIBUR: Broken Destiny v1.17.1 2024-05-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5048, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.10.3 2024-04-25 80020190=sceNetAdhocInit(): out of memory, 00001000 stack requested
SOULCALIBUR: Broken Destiny v1.17.1 2024-04-04 sceKernelCreateThread(name=exception): unsupported attributes 00001007
SOULCALIBUR: Broken Destiny v1.17.1 2024-04-04 Video out requested, not supported: mode=0 size=512,512
SOULCALIBUR: Broken Destiny v1.17.1 2024-03-23 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01298DATA/Soul_Calibur-Broken_Destiny-file3/ULUS10457SAVE02, 08cb4958, 00000002)
SOULCALIBUR: Broken Destiny v1.17.1 2024-03-23 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01298DATA/Soul_Calibur-Broken_Destiny-file3, 08cb4958, 00000002)
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad2b8 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad2a4 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad284 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad280 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad27c in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad274 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad260 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad258 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad254 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad250 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad240 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad23c in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad238 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad234 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad230 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad220 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad218 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.17-13-gf9fff4227 2024-02-18 Branch in Jump delay slot at 08bad1f4 in block starting at 08bad1f0
SOULCALIBUR: Broken Destiny v1.16.6 2024-01-28 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
SOULCALIBUR: Broken Destiny v1.10.3 2024-01-14 D3D error in shader compilation: info: C:\PSP Capit?o capcom\Shader@0x000001B29F19FFD0(95,31-45): error X3004: undeclared identifier 'u_spline_counts' / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float4 gl_Position : POSITION; }; float2 tess_sample(in float2 points[16], float4x4 weights) { float2 pos = float2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float3 tess_sample(in float3 points[16], float4x4 weights) { float3 pos = float3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4 tess_sample(in float4 points[16], float4x4 weights) { float4 pos = float4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } float4x4 outerProduct(float4 u, float4 v) { return mul((float4x1)v, (float1x4)u); } struct Tess { float3 pos; float2 tex; float4 col; }; void tessellate(in VS_IN In, out Tess tess) { int2 point_pos = int2(In.position.z, In.normal.z); int2 weight_idx = int2(In.position.xy); float3 _pos[16]; float2 _tex[16]; float4 _col[16]; int index; index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[0] = tess_data[index].pos; _tex[0] = tess_data[index].tex; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; _tex[1] = tess_data[index].tex; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; _tex[2] = tess_data[index].tex; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; _tex[3] = tess_data[index].tex; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; _tex[4] = tess_data[index].tex; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[5] = tess_data[index].pos; _tex[5] = tess_data[index].tex; index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[6] = tess_data[index].pos; _tex[
SOULCALIBUR: Broken Destiny v1.16.6 2023-12-24 80630007=sceAtracSetData(2, 08bd6608, 00016400): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.16.6 2023-12-24 80630007=sceAtracSetData(2, 08bd6608, 00003c00): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.16.6 2023-12-24 80630007=sceAtracSetData(2, 08bb6600, 00020000): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.16.6 2023-12-24 80630007=sceAtracSetData(2, 08bd6608, 00007300): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.16.6 2023-12-24 80630007=sceAtracSetData(2, 08bd6608, 0000b300): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.16.6 2023-12-24 80630007=sceAtracSetData(2, 08bd6608, 00002f00): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.16.6 2023-12-24 80630007=sceAtracSetData(2, 08bd6608, 0000e800): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.15.4 2023-12-18 __KernelStopThread: thread 414 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.16.6 2023-12-02 An uneaten prefix at end of block: 0882e8c4
SOULCALIBUR: Broken Destiny v1.16.6 2024-02-24 Can't draw: No current render step. Step count: 0
SOULCALIBUR: Broken Destiny v1.16.6 2023-11-17 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.16.6 2023-10-16 __KernelStopThread: thread 308 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.10.3 2023-10-13 Unknown syscall in known module 'sceNpAuth': 0x5a3cb57a
SOULCALIBUR: Broken Destiny v1.15.4 2023-10-05 __KernelStopThread: thread 418 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.14.4 2023-08-23 Ignoring possible texturing from framebuffer at 04178000 +0x64 / 64x321
SOULCALIBUR: Broken Destiny v1.15.4 2023-08-23 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.15.4 2023-08-23 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.16.6 2024-01-15 __KernelStopThread: thread 336 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.15.4 2023-08-05 80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header
SOULCALIBUR: Broken Destiny v1.16.6 2024-01-09 00000400=sceGeEdramSetAddrTranslation(00000800)
SOULCALIBUR: Broken Destiny v1.15.4 2023-07-20 __KernelStopThread: thread 326 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.13.2 2023-07-08 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))
SOULCALIBUR: Broken Destiny v1.15.4 2023-07-04 __KernelStopThread: thread 440 does not exist (ApctlThread deleted)
SOULCALIBUR: Broken Destiny v1.15.4 2023-07-04 __KernelStopThread: thread 440 does not exist (ApctlThread stopped)
SOULCALIBUR: Broken Destiny v1.15.4 2023-07-04 Unimplemented HLE function sceNetResolverCreate
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-25 sceNetAdhocMatchingInit(24576) at 08863614
SOULCALIBUR: Broken Destiny v1.6.3 2023-06-19 Error in shader program link: info: fs: 00000000:00817022 Tex TexAlpha 2x TFuncMod AlphaTest0 != #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01000000:00000918 HWX C T Tex Light: #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
SOULCALIBUR: Broken Destiny v1.6.3 2023-06-19 Error in shader program link: info: fs: 00000000:00817002 Tex 2x TFuncMod AlphaTest0 != #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in 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 = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01000000:00000918 HWX C T Tex Light: #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-13 sceGeBreak(mode=1, unknown=09ffd490): unknown ptr (valid)
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-13 sceGeBreak(mode=1, unknown=09ffd560): unknown ptr (valid)
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-13 UNIMPL 0=sceKernelLoadModuleDNAS()
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-13 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-10 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-10 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-10 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-10 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-10 80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-10 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-10 80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.15.4 2023-06-10 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.15.4 2023-05-31 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
SOULCALIBUR: Broken Destiny v1.14.4 2023-05-29 UNIMPL sceUtilityGameSharingInitStart(090e8364)
SOULCALIBUR: Broken Destiny v1.16.6 2024-04-14 00000400=sceGeEdramSetAddrTranslation(00001000)
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-25 __KernelStopThread: thread 337 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-22 Replacement rowPitch=128, but w=256 (level=0)
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-13 Replacement rowPitch=2048, but w=4096 (level=0)
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-16 Replacement rowPitch=256, but w=512 (level=0)
SOULCALIBUR: Broken Destiny v1.14.4 2023-03-29 Could not setup streams, unexpected stream count: 46230
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-18 Replacement rowPitch=512, but w=1024 (level=0)
SOULCALIBUR: Broken Destiny v1.14.4 2023-03-25 sceUtilityMsgDialogInitStart: invalid status
SOULCALIBUR: Broken Destiny v1.14.4 2023-03-05 __KernelStopThread: thread 333 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.14.1 2023-02-23 UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 1366,685
SOULCALIBUR: Broken Destiny v1.14.1 2023-02-23 UI scissor out of bounds in GamePauseScreen: 0,20-1041,748 / 1366,685
SOULCALIBUR: Broken Destiny v1.14.1 2023-02-15 UI scissor out of bounds in GameSettingsScreen: 246,0-1024,544 / 1208,544
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-13 __KernelStopThread: thread 309 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.13.2 2023-02-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.13.2 2023-02-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.14.2 2023-02-02 UI scissor out of bounds in GamePauseScreen: 99,15-50,844 / 272,483
SOULCALIBUR: Broken Destiny v1.14.2 2023-02-02 UI scissor out of bounds in GamePauseScreen: 0,15-98,844 / 272,483
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-27 DL PC = 00000000 WTF!!!!
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-18 sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-18 sceKernelLoadModule: unsupported options size=00000014, flags=0899a900, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.14.2 2023-01-10 UI scissor out of bounds in GamePauseScreen: 0,41-155,2257 / 544,1118
SOULCALIBUR: Broken Destiny v1.14.2 2023-01-10 UI scissor out of bounds in GamePauseScreen: 800,20-303,524 / 544,1118
SOULCALIBUR: Broken Destiny v1.14.2 2023-01-10 UI scissor out of bounds in GamePauseScreen: 0,20-791,524 / 544,1118
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-08 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01298DATA/soulcalibur-broken-destiny.19977/Soul_Calibur-Broken_Destiny-file3/ULUS10457SAVE02, 08cb4958, 00000002)
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-08 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01298DATA/soulcalibur-broken-destiny.19977/Soul_Calibur-Broken_Destiny-file3, 08cb4958, 00000002)
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-08 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01298DATA/soulcalibur-broken-destiny.19977, 08cb4958, 00000002)
SOULCALIBUR: Broken Destiny v1.11.2-917-g89e70c319 2022-12-23 Video out requested, not supported: mode=0 size=512,272
SOULCALIBUR: Broken Destiny v1.13.2 2022-11-25 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.13.2 2022-11-25 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.13.2 2022-11-22 MFIC instruction hit (70020024) at 08a29ab8
SOULCALIBUR: Broken Destiny v1.13.2 2022-11-19 Reimporting: func import PGEGfx/bdea3115 changed
SOULCALIBUR: Broken Destiny v1.13.2 2022-11-19 Reimporting: func import PGEGfx/87e9fc54 changed