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| 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 |