Recent logs - Dragon Ball Z Shin Budokai

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Game title Version Latest Report Message
Dragon Ball Z Shin Budokai v1.10.3 2020-12-01 MFIC instruction hit (70020024) at 08832bd0
Dragon Ball Z Shin Budokai v1.10.3 2020-12-01 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
Dragon Ball Z Shin Budokai v1.10.3 2020-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.3 2020-11-28 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.3 2020-11-27 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768800
Dragon Ball Z Shin Budokai v1.10.3 2020-11-18 Bad vertex address 00000000!
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/67bf0d19, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/4bdeb2a8, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/068c4320, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/00d1378f, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-14 D3D error in shader compilation: info: C:\Users\Zully\Desktop\[email protected](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) * 3; 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; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[5] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[6] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[7] = tess_data[index].pos; index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[8] = tess_data[index].pos; in
Dragon Ball Z Shin Budokai v1.10.3 2020-11-13 Decoding texture from VRAM mirror at 04688000 swizzle=0
Dragon Ball Z Shin Budokai v1.10.3 2020-11-13 Render to texture with different formats 0 != 1
Dragon Ball Z Shin Budokai v1.10.2 2020-11-12 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.2 2020-11-05 Failed decrypting the PRX (ret = -4, size = 3747908, psp_size = 3748256)!
Dragon Ball Z Shin Budokai v1.10.3 2020-11-04 Unimplemented HLE function sceKernelFindModuleByUID
Dragon Ball Z Shin Budokai v1.10.3 2020-11-04 Unimplemented HLE function sceKernelDcacheWritebackAll
Dragon Ball Z Shin Budokai v1.10.3 2020-11-04 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146162440
Dragon Ball Z Shin Budokai v1.10.3 2020-11-04 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145477060
Dragon Ball Z Shin Budokai v1.10.3 2020-11-03 80630011=sceAtracSetDataAndGetID(099ddc80, 00000000): buffer too small
Dragon Ball Z Shin Budokai v1.10.3 2020-11-03 sceIoAssign(pfat0:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0)
Dragon Ball Z Shin Budokai v1.10.3 2020-11-03 sceIoUnassign(pfat0:)
Dragon Ball Z Shin Budokai v1.10.3 2020-11-01 Ignoring func export sceMp3/0db149f4, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-10-28 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
Dragon Ball Z Shin Budokai v1.10.3 2020-11-25 Error in shader compilation: info: ERROR: 0:96: 'null' : undeclared identifier ERROR: 0:96: 'assign' : cannot convert from 'float' to '3-component vector of float' ERROR: 0:96: '(' : syntax error syntax error 80000000:00000b18 HWX C T N Tex Bezier #version 130 #define lowp #define mediump #define highp 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; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(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; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(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; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(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; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (1 + point_pos.y); _pos[5] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (1 + point_pos.y); _pos[6] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (1 + point_pos.y); _pos[7] = (null)(u_tess_points, ive
Dragon Ball Z Shin Budokai v1.10.3 2020-10-23 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
Dragon Ball Z Shin Budokai v1.10.3 2020-10-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d53e0, pos=0, access=1, data=2, text=2
Dragon Ball Z Shin Budokai v1.10.3 2020-10-20 Video out requested, not supported: mode=0 size=512,272
Dragon Ball Z Shin Budokai v1.10.3 2020-10-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
Dragon Ball Z Shin Budokai v1.10.3 2020-11-14 Unknown syscall in known module 'sceNpService': 0x78802d5f
Dragon Ball Z Shin Budokai v1.10.3 2020-10-19 FBO using existing buffer as depthbuffer, 04154000/04110000 and 04110000/04110000
Dragon Ball Z Shin Budokai v1.10.3 2020-10-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
Dragon Ball Z Shin Budokai v1.10.3 2020-10-18 Video out requested, not supported: mode=0 size=512,512
Dragon Ball Z Shin Budokai v1.10.3 2020-10-18 sceKernelCreateThread(name=PGE Support): unsupported attributes 00001006
Dragon Ball Z Shin Budokai v1.10.3 2020-10-16 sceKernelLoadModule: unsupported options size=00000014, flags=08bf68e0, pos=0, access=1, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.3-917-gb8e832588 2020-10-15 sceUtilityMsgDialogInitStart: invalid status
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 147069000
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146129136
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146120776
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 5177420
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143597400
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148439040
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167770768
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145510224
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147037508
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.3 2020-10-11 sceKernelCreateThread(name=exception): unsupported attributes 00001007
Dragon Ball Z Shin Budokai v1.9.0 2020-10-10 Unknown GetPointer 00000000 PC 088f45d8 LR 088f45d8
Dragon Ball Z Shin Budokai v1.10.3 2020-10-09 WriteToHardware: Invalid address 00000813 near PC 08000000 LR 08000000
Dragon Ball Z Shin Budokai v1.10.3 2020-11-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
Dragon Ball Z Shin Budokai v1.10.3 2020-10-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.3 2020-11-14 Unknown syscall in known module 'sceNpAuth': 0x72bb0467
Dragon Ball Z Shin Budokai v1.10.3 2020-11-04 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143464880
Dragon Ball Z Shin Budokai v1.10.3 2020-10-03 D3D error in shader compilation: info: C:\Users\Zully\Desktop\[email protected](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) * 3; 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; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[5] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[6] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[7] = tess_data[index].pos; index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[8] = tess_data[index].pos; in
Dragon Ball Z Shin Budokai v1.10.3 2020-10-03 D3D error in shader compilation: info: C:\Users\Zully\Desktop\[email protected](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) * 3; 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; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[5] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[6] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[7] = tess_data[index].pos; index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[8] = tess_data[index].pos; in
Dragon Ball Z Shin Budokai v1.10.3 2020-09-26 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149308628
Dragon Ball Z Shin Budokai v1.10.2 2020-09-25 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 0006ea54, 09fbba6c[ffffffff]): invalid ea3 magic bytes
Dragon Ball Z Shin Budokai v1.9.4 2020-09-25 Unknown GetPointer 00000000 PC 0881c430 LR 0881c440
Dragon Ball Z Shin Budokai v1.10.3 2020-09-22 Error in shader compilation: info: 0:97: L0002: Undeclared variable 'null' 0:100: L0002: Undeclared variable 'null' 0:103: L0002: Undeclared variable 'null' 0:106: L0002: Undeclared variable 'null' 0:109: L0002: Undeclared variable 'null' 0:112: L0002: Undeclared variable 'null' 0:115: L0002: Undeclared variable 'null' 0:118: L0002: Undeclared variable 'null' 0:121: L0002: Undeclared variable 'null' 0:124: L0002: Undeclared variable 'null' 0:127: L0002: Undeclared variable 'null' 0:130: L0002: Undeclared variable 'null' 0:133: L0002: Undeclared variable 'null' 0:136: L0002: Undeclared variable 'null' 0:139: L0002: Undeclared variable 'null' 0:142: L0002: Undeclared variable 'null' 0:143: L0002: Undeclared variable 'null' 0:144: L0002: Undeclared variable 'null' 0:145: L0002: Undeclared variable 'basis_u' 0:146: L0002: Undeclared variable 'basis' 80000000:00000b18 HWX C T N Tex Bezier #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; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(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; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(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; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(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; } mat4 outerProduct(vec4 u, vec4 v) { return mat4(u * v[0], u * v[1], u * v[2], u * v[3]); } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_po
Dragon Ball Z Shin Budokai v1.10.3 2020-09-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396
Dragon Ball Z Shin Budokai v1.10.3 2020-09-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512
Dragon Ball Z Shin Budokai v1.10.3 2020-09-13 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316588
Dragon Ball Z Shin Budokai v1.10.3 2020-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2
Dragon Ball Z Shin Budokai v1.10.3 2020-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.2 2020-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.3 2020-09-13 80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header
Dragon Ball Z Shin Budokai v1.10.3 2020-09-12 80000107=sceDisplaySetFrameBuf(04044000, 512, 0, 0): must change latched framebuf first
Dragon Ball Z Shin Budokai v1.10.3 2020-09-11 FBO using existing buffer as depthbuffer, 040e2000/04088000 and 04088000/04088000
Dragon Ball Z Shin Budokai v1.10.3 2020-09-10 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136
Dragon Ball Z Shin Budokai v1.10.3 2020-09-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2
Dragon Ball Z Shin Budokai v1.10.3 2020-09-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.3 2020-09-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059588
Dragon Ball Z Shin Budokai v1.10.3 2020-09-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=2, text=2
Dragon Ball Z Shin Budokai v1.10.3 2020-09-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=1, text=1
Dragon Ball Z Shin Budokai v1.10.3-581-g5f1e3b295 2020-09-05 __KernelStopThread: thread 399 does not exist
Dragon Ball Z Shin Budokai v1.10.3 2020-09-02 WriteToHardware: Invalid address 606fcedf near PC 08000000 LR 08000000
Dragon Ball Z Shin Budokai v1.10.2 2020-09-01 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
Dragon Ball Z Shin Budokai v1.10.3 2020-08-31 80630011=sceAtracSetDataAndGetID(092ec950, 0000007c): no data chunk
Dragon Ball Z Shin Budokai v1.10.3 2020-08-28 Could not setup streams, unexpected stream count: 13414
Dragon Ball Z Shin Budokai v1.10.3 2020-08-28 Unexpected mpeg first timestamp: d59a080000 / 917412249600
Dragon Ball Z Shin Budokai v1.10 2020-08-27 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](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) * 3; 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; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[5] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[6] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[7] = tess_data[index].pos; index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[8] = tess_data[index].pos; i
Dragon Ball Z Shin Budokai v1.10 2020-08-26 D3D error in shader compilation: info: C:\Program Files\PPSSPP\[email protected](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) * 3; 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; index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[1] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[2] = tess_data[index].pos; index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[3] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[4] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x); _pos[5] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (2 + point_pos.x); _pos[6] = tess_data[index].pos; index = (1 + point_pos.y) * u_spline_counts + (3 + point_pos.x); _pos[7] = tess_data[index].pos; index = (2 + point_pos.y) * u_spline_counts + (0 + point_pos.x); _pos[8] = tess_data[index].pos; i
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/fb7846e2, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/f1b73d12, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/e0cf8091, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/d9392ccb, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/d2b18485, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/cc0a8bda, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/c6a8bee2, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/c56949ad, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/beb47224, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/b8476cf4, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/b7d3c112, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/b4d1cbbf, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-11-15 Ignoring func export sceCcc/a62e6e80, already implemented in HLE.
Dragon Ball Z Shin Budokai v1.10.3 2020-08-24 Rendering to framebuffer offset: 04000000 +256x0
Dragon Ball Z Shin Budokai v1.10.3 2020-08-24 Render to texture with different formats 3 != 0