Recent logs - DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b5008c LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50088 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50084 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50080 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b5007c LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50078 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50074 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50070 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b5006c LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50068 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50064 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50060 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b5005c LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50058 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50054 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50050 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b5004c LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50048 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50044 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50040 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b5003c LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50038 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50034 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50030 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b5002c LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50028 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50024 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50020 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b5001c LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50018 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50014 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50010 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b5000c LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50008 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50004 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-11-04 2 Jump to invalid address: 0253f270 PC 08b50000 LR 08b50000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.16.6 2024-02-10 3 00000400=sceGeEdramSetAddrTranslation(00001000)
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-10-07 1 Unknown GetPointerWrite 00000000 PC 088908b4 LR 08890a8c
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.18.1-1063-g102b515f7c 2026-10-15 99 Unknown GetPointerWrite 00000000 PC 08995b04 LR 0893be10
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4-69-gca75e2015 2023-09-30 1 Branch in branch delay slot at 84000003 with different target
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.18.1 2025-03-15 26 Unknown GetPointerWrite 00000000 PC 0893f038 LR 08875d94
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-09-18 1 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.16 2023-09-11 1 Unknown GE command : fee38e00
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-09-08 1 sceNetAdhocMatchingInit(32768) at 088d0fa4
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4-97-geb872b7a8 2023-09-05 1 Error in shader program link: info: WARNING: Could not find vertex shader attribute 'w2' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'color1' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'w1' to match BindAttributeLocation request. WARNING: Output of vertex shader 'v_fogdepth' not read by fragment shader ERROR: Input of fragment shader 'v_color0' differs in type/qualifiers to that written by vertex shader WARNING: Output of vertex shader 'v_texcoord' not read by fragment shader ERROR: Input of fragment shader 'v_color0' not written by vertex shader fs: 10184000:00000000 Flat FragUber #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Apple A11 GPU - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10184000:00000000 Flat FragUber in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; } vs: 40000000:00000020 Flat Cull #version 300 es #extension GL_APPLE_clip_distance : enable // Driver: Apple A11 GPU - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000020 Flat Cull in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4-97-geb872b7a8 2023-09-05 1 Error in shader program link: info: WARNING: Could not find vertex shader attribute 'w2' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'color1' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'w1' to match BindAttributeLocation request. WARNING: Output of vertex shader 'v_fogdepth' not read by fragment shader ERROR: Input of fragment shader 'v_color0' differs in type/qualifiers to that written by vertex shader ERROR: Input of fragment shader 'v_color0' not written by vertex shader ERROR: Input of fragment shader 'v_texcoord' not written by vertex shader fs: 10184000:00000002 Tex Flat FragUber TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Apple A11 GPU - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10184000:00000002 Tex Flat FragUber TFuncMod uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; fragColor0 = v; } vs: 40000000:00000028 C Flat Cull #version 300 es #extension GL_APPLE_clip_distance : enable // Driver: Apple A11 GPU - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000028 C Flat Cull in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-09-01 1 Branch in RSRTComp delay slot at 08e2a814 in block starting at 08e29d80
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-09-01 2 MIPSCompileOp: Invalid instruction 40591000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-08-27 1 WriteToHardware: Invalid address 3f37c56e near PC 08876c98 LR 08876c4c
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-08-02 1 WriteToHardware: Invalid address 3de5d8ec near PC 08876c4c LR 08876c4c
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-10-23 4 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-06-19 5 WriteFCR: Unexpected reg 2 (value 09fafac0)
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.3 2023-06-15 1 Unknown GetPointerWrite 0a0041b2 PC 0899cba0 LR 089a000c
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-06-02 1 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2024-02-17 8 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2024-02-17 3 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2024-02-17 3 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2024-02-17 8 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-06-02 1 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-06-02 1 80630007=sceAtracSetData(2, 08d4b180, 0000b190): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-06-02 1 80630007=sceAtracSetData(2, 08d4b180, 0000ba50): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-06-02 2 80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-06-02 1 80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.4 2023-06-02 1 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-05-29 2 80630007=sceAtracSetData(2, 08bd5600, 00018000): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-05-29 1 80630007=sceAtracSetData(2, 08bd5600, 00019800): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.3 2023-05-28 6 Error in shader program link: info: (unknown reason) fs: postshader #ifdef GL_ES precision mediump float; #endif /* Hyllian's 5xBR v3.5a Shader Copyright (C) 2011 Hyllian/Jararaca - [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. */ #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; const float coef = 2.0; const vec3 rgbw = vec3(16.163, 23.351, 8.4772); const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 ); const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); vec4 df(vec4 A, vec4 B) { return abs(A-B); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h)); } void main(){ bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; // Let's skip the whole scaling if output size smaller than 1.6x of input size if (upscale) { bvec4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up; bvec4 nc; // new_color bvec4 fx, fx_left, fx_up; // inequations of straight lines. vec2 pS = 1.0 / u_texelDelta.xy; vec2 fp = fract(v_texcoord0.xy*pS.xy); vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; 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 = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz; vec3 B = texture2D(sampler0, TexCoord_0 -dy ).xyz; vec3 C = texture2D(sampler0, TexCoord_0 +dx -dy ).xyz; vec3 D = texture2D(sampler0, TexCoord_0 -dx ).xyz; vec3 E = texture2D(sampler0, TexCoord_0 ).xyz; vec3 F = texture2D(sampler0, TexCoord_0 +dx ).xyz; vec3 G = texture2D(sampler0, TexCoord_0 -dx +dy ).xyz; vec3 H = texture2D(sampler0, TexCoord_0 +dy ).xyz; vec3 I = texture2D(sampler0, TexCoord_0 +dx +dy ).xyz; vec3 A1 = texture2D(sampler0, TexCoord_0 -dx -y2).xyz; vec3 C1 = texture2D(sampler0, TexCoord_0 +dx -y2).xyz; vec3 A0 = texture2D(sampler0, TexCoord_0 -x2 -dy).xyz; vec3 G0 = texture2D(sampler0, TexCoord_0 -x2 +dy).xyz; vec3 C4 = texture2D(sampler0, TexCoord_0 +x2 -dy).xyz; vec3 I4 = texture2D(sampler0, TexCoord_0 +x2 +dy).xyz; vec3 G5 = texture2D(sampler0, TexCoord_0 -dx +y2).xyz; vec3 I5 = texture2D(sampler0, TexCoord_0 +dx +y2).xyz; vec3 B1 = texture2D(sampler0, TexCoord_0 -y2).xyz; vec3 D0 = texture2D(sampler0, TexCoord_0 -x2 ).xyz; vec3 H5 = texture2D(sampler0, TexCoord_0 +y2).xyz; vec3 F4 = texture2D(sampler0, TexCoord_0 +x2 ).xyz; vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw)); vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw)); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E,rgbw)); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.9.3-80-g73bf6098e 2023-05-25 1 __KernelStopThread: thread 601 does not exist
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.9.3-80-g73bf6098e 2023-05-25 1 __KernelStopThread: thread 529 does not exist
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.9.3-80-g73bf6098e 2023-05-23 1 __KernelStopThread: thread 451 does not exist
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.12.3 2023-05-18 1 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0417b000 offset: 0 (256x16 stride 256, CLUT16)
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.12.3 2023-05-18 3 80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.17.1 2024-05-01 4 80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.3 2023-05-18 1 Unaligned icache invalidation of 0886dd07 (0886dd08 + -1) at PC=08876644
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.15.3 2023-05-18 51 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.16.6 2023-12-06 6 Unknown GetPointerWrite 00000000 PC 08890a48 LR 08890a8c
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.13.2 2023-05-14 1 WriteToHardware: Invalid address 00000000 near PC 089427f0 LR 08942a20
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.11.3 2023-06-13 2 WriteToHardware: Invalid address 00000006 near PC 088f3904 LR 088f8350
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-05-11 1 Replacement rowPitch=1024, but w=4000 (level=0)
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.18.1 2025-07-04 5 WriteToHardware: Invalid address 0000002f near PC 089427f0 LR 08942a20
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-05-08 1 80630007=sceAtracSetData(2, 08bd5600, 00003120): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-05-08 1 80630007=sceAtracSetData(2, 08bd5600, 00003360): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-05-29 2 80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-05-29 3 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-04-20 1 Failed decrypting the PRX (ret = -1, size = 4580536, psp_size = 4580880)!
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.17.1 2024-07-10 8 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-04-14 1 sceNetAdhocMatchingInit(32768) at 08a903f8
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-05-24 2 Unknown GE command : 52000182
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-03-28 1 Unknown GetPointerWrite 00020001 PC 08934f00 LR 08934f10
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-03-28 2 Unknown GetPointerWrite 00020001 PC 08937270 LR 08934f10
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.13.2 2023-03-21 1 Branch in JumpReg delay slot at 0896a53c in block starting at 0896a530
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.13.2 2023-03-20 1 __KernelStopThread: thread 337 does not exist
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-03-11 1 sceNetAdhocMatchingInit(32768) at 08812da4
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-03-09 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:150: 'outerProduct' : no matching overloaded function found ERROR: 0:150: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00000b18 HWX C T N Tex Bezier #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 80000000:00000b18 HWX C T N Tex Bezier in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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, 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, 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; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(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; } 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] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-03-05 2 MFIC instruction hit (70020024) at 088ba5dc
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.13.2 2023-03-04 1 Branch in JumpReg delay slot at 08f6c08c in block starting at 08f6c044
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.13.2 2023-03-04 1 MIPSCompileOp: Invalid instruction 00010005
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.13.2 2023-03-04 1 MIPSCompileOp: Invalid instruction 01069701
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.13.2 2023-03-04 1 MIPSCompileOp: Invalid instruction 00020001
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-03-03 64 80630006=sceAtracSetData(2, 08b407c0, 00020000): invalid RIFF header

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