Recent logs - Dragon Ball Z Shin Budokai

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Game title Version Latest Report Message
Dragon Ball Z Shin Budokai v1.6.3-492-g9fddfff66 2019-05-12 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:00000000 Flat #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; flat in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 40000000:0000000a THR C Flat #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Dragon Ball Z Shin Budokai v1.6.3-492-g9fddfff66 2019-05-12 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat 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; fragColor0 = v; } 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 v1.6.3-492-g9fddfff66 2019-05-12 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat 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; fragColor0 = v; } vs: 40000000:00000012 THR 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 v1.8.0 2019-05-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143640460
Dragon Ball Z Shin Budokai v1.8.0 2019-05-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167509648
Dragon Ball Z Shin Budokai v1.8.0 2019-05-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143639068
Dragon Ball Z Shin Budokai v1.8.0 2019-05-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148119992
Dragon Ball Z Shin Budokai v1.8.0 2019-05-09 sceDmacMemcpy(dest=04154000, src=08c1c3f0, size=557056): overlapping read
Dragon Ball Z Shin Budokai v1.6.3 2019-05-06 Error in shader compilation: info: 00000000:00000001 Clear #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
Dragon Ball Z Shin Budokai v1.6.3 2019-05-06 Error in shader compilation: info: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Dragon Ball Z Shin Budokai v1.6.3-492-g9fddfff66 2019-05-05 Error in shader program link: info: (unknown reason) fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; flat 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); fragColor0 = v; } vs: 40000000:00000012 THR 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 v1.8.0 2019-05-14 Unknown GetPointer 00000000 PC 08805150 LR 08805150
Dragon Ball Z Shin Budokai v1.6.3-492-g9fddfff66 2019-04-28 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:00000b18 HWX C T N Tex (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Dragon Ball Z Shin Budokai v1.8.0 2019-05-03 Unknown GetPointer 00000000 PC 08000104 LR 09fb2ac0
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 MIPSCompileOp: Invalid instruction b57ae2cc
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 MIPSCompileOp: Invalid instruction 70f76bb0
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 Jump to invalid address: 03538b20
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 MIPSCompileOp: Invalid instruction b6f7b758
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 MIPSCompileOp: Invalid instruction b6a0e2c0
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 MIPSCompileOp: Invalid instruction 7108109c
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 Jump to invalid address: 0580eba8
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 Branch in Jump delay slot at 0881d344 in block starting at 0881d338
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 MIPSCompileOp: Invalid instruction 7108117c
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 MIPSCompileOp: Invalid instruction b718e2c4
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 Jump to invalid address: 03e0af0c
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 MIPSCompileOp: Invalid instruction 70f74dd8
Dragon Ball Z Shin Budokai v1.8.0 2019-04-16 Branch in Jump delay slot at 088f47d8 in block starting at 088f47c8
Dragon Ball Z Shin Budokai v1.8.0 2019-04-14 WriteToHardware: Invalid address 4093c1e2 near PC 08815e50 LR 08815ec4
Dragon Ball Z Shin Budokai v1.5.4-998-g08f26439c 2019-04-13 sceKernelLoadModule: unsupported options size=1091f310, flags=1091f314, pos=0, access=1, data=278000408, text=278000412
Dragon Ball Z Shin Budokai v1.8.0 2019-03-27 Unknown GetPointer 00000000 PC 088ece5c LR 088ece5c
Dragon Ball Z Shin Budokai v1.8.0 2019-05-15 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Dragon Ball Z Shin Budokai v1.6.3-432-gfd6c3145d 2019-03-07 Error in shader program link: info: (unknown reason) fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; flat 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); fragColor0 = v; } vs: 40000000:00000918 HWX C T Tex Flat #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_matambientalpha; flat 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Dragon Ball Z Shin Budokai v1.7.5 2019-03-03 sceDmacMemcpy(dest=04154000, src=08c1c2f0, size=557056): overlapping read
Dragon Ball Z Shin Budokai v1.7.5 2019-02-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771644
Dragon Ball Z Shin Budokai v1.7.5 2019-02-24 scePowerSetBusClockFrequency(111)
Dragon Ball Z Shin Budokai v1.7.5 2019-02-19 sceDmacMemcpy(dest=04154000, src=08b943e0, size=557056): overlapping read
Dragon Ball Z Shin Budokai v1.7.5 2019-02-23 Error in shader program link: info: (unknown reason) fs: postshader /* AA shader 4.o / AA shader 4.o - filtro Copyright (C) 2014 guest(r) - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Modified as video aware smoothing effect for PPSSPP. // Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing. // Also auto translation fails with bool uniform, which is why u_video is defined as float. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform float u_video; //=========== varying vec2 v_texcoord0; const vec3 dt = vec3(1.0,1.0,1.0); vec3 texture2d (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); } vec3 texture2dd (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 c11 = texture2D(sampler0, texcoord ).xyz; vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz; vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz; vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz; vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float d1=dot(abs(c00-c22),dt)+0.001; float d2=dot(abs(c20-c02),dt)+0.001; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2)); return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)); } void main() { float scale = 7.0; bool filtro = false; if (u_video==1.0){ scale = 2.0; filtro = true; } else { scale = 7.0; filtro = false; } // Calculating texel coordinates vec2 size = vec2(480.0,272.0)*scale; vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale; vec2 OGL2Pos = v_texcoord0 * size; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(inv_size.x,0.0); vec2 dy = vec2(0.0, inv_size.y); vec2 g1 = vec2(inv_size.x,inv_size.y); vec2 g2 = vec2(-inv_size.x,inv_size.y); vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size; // Reading the texels vec3 C0 = texture2d(pC4 - g1); vec3 C1 = texture2d(pC4 - dy); vec3 C2 = texture2d(pC4 - g2); vec3 C3 = texture2d(pC4 - dx); vec3 C4 = texture2d(pC4 ); vec3 C5 = texture2d(pC4 + dx); vec3 C6 = texture2d(pC4 + g2); vec3 C7 = texture2d(pC4 + dy); vec3 C8 = texture2d(pC4 + g1); vec3 ul, ur, dl, dr; float m1, m2; m1 = dot(abs(C0-C4),dt)+0.001; m2 = dot(abs(C1-C3),dt)+0.001; ul = (m2
Dragon Ball Z Shin Budokai v1.7.5 2019-02-09 Unknown GE command : 34040023
Dragon Ball Z Shin Budokai v1.8.0 2019-05-19 Unknown GetPointer 00000000 PC 088f4748 LR 088f4748
Dragon Ball Z Shin Budokai v1.4.2 2019-01-21 WriteToHardware: Invalid address 000004ec near PC 088090f4 LR 088090f4
Dragon Ball Z Shin Budokai v1.7.5 2019-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Dragon Ball Z Shin Budokai v1.7.5 2019-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
Dragon Ball Z Shin Budokai v1.7.5 2019-01-08 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
Dragon Ball Z Shin Budokai v1.4.2 2019-01-06 Wrong magic number 000037c8
Dragon Ball Z Shin Budokai v1.7.5 2019-01-02 ReadFromHardware: Invalid address a4ffffff near PC a4ffffff LR 0880912c
Dragon Ball Z Shin Budokai v1.4.2-268-gf8213a9 2018-12-25 Error in shader compilation: info: ERROR: 0:56: Use of undeclared identifier 'gl_InstanceID' ERROR: 0:57: Use of undeclared identifier 'gl_InstanceID' ERROR: 0:58: Use of undeclared identifier 'u' ERROR: 0:58: Use of undeclared identifier 'v' ERROR: 0:61: Use of undeclared identifier 'v' ERROR: 0:61: Use of undeclared identifier 'u' ERROR: 0:62: Use of undeclared identifier 'index' ERROR: 0:72: Use of undeclared identifier 'patch_pos' ERROR: 0:73: Invalid call of undeclared identifier 'null' ERROR: 0:93: Use of undeclared identifier 'col' ERROR: 0:94: Use of undeclared identifier 'tex' / code: #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } void main() { vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int num_patches_u = (u_spline_count_u - 1) / 3; int u = int(mod(float(gl_InstanceID), float(num_patches_u))); int v = gl_InstanceID / num_patches_u; ivec2 patch_pos = ivec2(u, v); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { int index = (i + v * 3) * u_spline_count_u + (j + u * 3); _pos[i * 4 + j] = (null)(u_tess_pos_tex, ivec2(index, 0), 0).xyz; } } vec2 tess_pos = position.xy; vec2 weights[4]; weights[0] = (1.0 - tess_pos) * (1.0 - tess_pos) * (1.0 - tess_pos); weights[1] = 3.0 * tess_pos * (1.0 - tess_pos) * (1.0 - tess_pos); weights[2] = 3.0 * tess_pos * tess_pos * (1.0 - tess_pos); weights[3] = tess_pos * tess_pos * tess_pos; vec3 pos = tess_sample(_pos, weights); vec2 tex = tess_pos + vec2(patch_pos); vec4 col = (null)(u_tess_col_tex, ivec2(0, 0), 0).rgba; vec2 bernderiv[4]; bernderiv[0] = -3.0 * (tess_pos - 1.0) * (tess_pos - 1.0); bernderiv[1] = 9.0 * tess_pos * tess_pos - 12.0 * tess_pos + 3.0; bernderiv[2] = 3.0 * (2.0 - 3.0 * tess_pos) * tess_pos; bernderiv[3] = 3.0 * tess_pos * tess_pos; vec2 bernderiv_u[4]; vec2 bernderiv_v[4]; for (int i = 0; i < 4; i++) { bernderiv_u[i] = vec2(bernderiv[i].x, weights[i].y); bernderiv_v[i] = vec2(weights[i].x, bernderiv[i].y); } vec3 du = tess_sample(_pos, bernderiv_u); vec3 dv = tess_sample(_pos, bernderiv_v); vec3 nrm = cross(du, dv); nrm = normalize(nrm); vec3 worldpos = (u_world * vec4(pos.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(nrm, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = col; v_texcoord = vec3(tex * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0); }
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 WriteToHardware: Invalid address 4b668664 near PC 08815c10 LR 08815ec4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 7196356c
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 7196364c
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction b786d6bc
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002b54
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002b94
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001e14
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002b14
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002554
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 000029d4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001fd4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002754
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001e94
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001f94
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 000021d4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002594
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002654
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 000028d4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002194
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001d94
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002294
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002054
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002c94
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002154
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 7185397c
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 7196291c
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002514
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 000025d4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002454
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002694
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002bd4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002994
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001c94
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002714
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001f14
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002854
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction b785c218
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002c54
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 000023d4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 Jump to invalid address: 06457208
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001ed4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 Jump to invalid address: 07b916a8
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002ad4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 7184b314
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002614
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002494
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002a94
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001dd4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 000022d4
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002a14
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002114
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002354
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00002894
Dragon Ball Z Shin Budokai v1.7.5 2018-12-23 MIPSCompileOp: Invalid instruction 00001d54