Recent logs - SOULCALIBUR: Broken Destiny

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Game title Version Latest Report Message
SOULCALIBUR: Broken Destiny v1.14.2 2023-05-24 UI scissor out of bounds in GameSettingsScreen: 290,0-1299,720 / 1516,720
SOULCALIBUR: Broken Destiny v1.15.3 2023-05-18 sceKernelLoadModule: unsupported options size=00000014, flags=08cacd90, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.15.3 2023-05-19 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
SOULCALIBUR: Broken Destiny v1.15.3 2023-05-14 00000400=sceGeEdramSetAddrTranslation(00000800)
SOULCALIBUR: Broken Destiny v1.9.3-80-g73bf6098e 2023-05-06 __KernelStopThread: thread 661 does not exist
SOULCALIBUR: Broken Destiny v1.9.3-80-g73bf6098e 2023-05-06 __KernelStopThread: thread 650 does not exist
SOULCALIBUR: Broken Destiny v1.9.3-80-g73bf6098e 2023-05-06 __KernelStopThread: thread 1388 does not exist
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-28 Jump to invalid address: 023a32b0
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-28 Jump to invalid address: 0537d900
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-26 sceKernelLoadModule: unsupported options size=00000014, flags=0897230c, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-26 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-23 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
SOULCALIBUR: Broken Destiny v1.14.4 2023-04-08 Unknown GetPointerWrite 00000000 PC 08b3f1fc LR 08b3f1fc
SOULCALIBUR: Broken Destiny v1.14.4 2023-03-26 __KernelStopThread: thread 437 does not exist (ApctlThread deleted)
SOULCALIBUR: Broken Destiny v1.9.3-80-g73bf6098e 2023-03-25 __KernelStopThread: thread 429 does not exist
SOULCALIBUR: Broken Destiny v1.9.3-80-g73bf6098e 2023-03-25 __KernelStopThread: thread 735 does not exist
SOULCALIBUR: Broken Destiny v1.9.3-80-g73bf6098e 2023-03-25 __KernelStopThread: thread 471 does not exist
SOULCALIBUR: Broken Destiny v1.14.4 2023-03-21 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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_P
SOULCALIBUR: Broken Destiny v1.14.4 2023-03-20 __KernelStopThread: thread 332 does not exist (ApctlThread deleted)
SOULCALIBUR: Broken Destiny v1.14.4 2023-03-14 __KernelStopThread: thread 308 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.13.2 2023-03-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.13.2 2023-03-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-24 00000400=sceGeEdramSetAddrTranslation(00000400)
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-24 Failed decrypting the PRX (ret = -2, size = 4178, psp_size = 2149)!
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-24 sceKernelCreateThread(name=kpspident): unsupported attributes 00001006
SOULCALIBUR: Broken Destiny v1.11.2-917-g89e70c319 2023-02-24 Moving files by Android URI is not yet supported
SOULCALIBUR: Broken Destiny v1.10.2 2023-02-23 80630007=sceAtracSetData(2, 08bb6100, 00020000): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-19 ReadFromHardware: Invalid address 00000000 near PC 088a8140 LR 088a8214
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-09 Unknown instruction 00000033 at 08fca02c
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09fff390, 4, 00000000, 0)
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff370, 4, 00000000, 0)
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-09 Unimplemented HLE function Kprintf
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-09 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-11 Error in shader compilation: info: Vertex shader compilation failed. Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Internal compiler error: Too many vertex shader constants Int 01080000:8000bb19 HWX C T N LM Tex Light: LightUberShader Spline TessC TessT TessN #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01080000:8000bb19 HWX C T N LM Tex Light: LightUberShader Spline TessC TessT TessN 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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 lowp vec3 v_color1; 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] * poin
SOULCALIBUR: Broken Destiny v1.14.4 2023-02-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.14.1 2023-01-23 UI scissor out of bounds in GamePauseScreen: 159,41-99,2257 / 544,1118
SOULCALIBUR: Broken Destiny v1.14.1 2023-01-23 UI scissor out of bounds in GamePauseScreen: 800,20-303,524 / 544,1118
SOULCALIBUR: Broken Destiny v1.14.1 2023-01-23 UI scissor out of bounds in GamePauseScreen: 0,20-791,524 / 544,1118
SOULCALIBUR: Broken Destiny v1.10.3 2023-01-22 Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul' 0:391: L0001: Expected literal or '(', got 'else' postshader #ifdef GL_ES precision mediump float; #endif // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SL
SOULCALIBUR: Broken Destiny v1.13.2 2023-01-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759408
SOULCALIBUR: Broken Destiny v1.13.2 2023-01-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918396
SOULCALIBUR: Broken Destiny v1.13.2 2023-01-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512
SOULCALIBUR: Broken Destiny v1.13.2 2023-01-16 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316588
SOULCALIBUR: Broken Destiny v1.13.2 2023-01-16 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.13.2 2023-01-16 sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-15 00000400=sceGeEdramSetAddrTranslation(00001000)
SOULCALIBUR: Broken Destiny v1.14.1 2023-01-08 UI scissor out of bounds in GameSettingsScreen: 290,0-1497,810 / 1700,810
SOULCALIBUR: Broken Destiny v1.15.3 2023-05-19 __KernelStopThread: thread 336 does not exist (helper deleted)
SOULCALIBUR: Broken Destiny v1.14.1 2023-01-05 UI scissor out of bounds in MainScreen: 26,0-547,1561 / 720,1560
SOULCALIBUR: Broken Destiny v1.13.2 2022-12-09 Unimplemented HLE function sceHttpSetRedirectCallback
SOULCALIBUR: Broken Destiny v1.13.2 2022-11-29 sceNetAdhocMatchingInit(65536) at 08864640
SOULCALIBUR: Broken Destiny v1.12.3 2022-10-23 Rendering to framebuffer offset: 04161800 +64x0
SOULCALIBUR: Broken Destiny v1.13.2 2022-10-18 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
SOULCALIBUR: Broken Destiny v1.13.2 2022-09-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145042384
SOULCALIBUR: Broken Destiny v1.13.2 2022-09-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771644
SOULCALIBUR: Broken Destiny v1.13.2 2022-10-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145759344
SOULCALIBUR: Broken Destiny v1.12.3 2022-09-06 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136
SOULCALIBUR: Broken Destiny v1.13.1 2022-09-05 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.11.3 2022-08-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144920332
SOULCALIBUR: Broken Destiny v1.11.3 2022-08-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144908724
SOULCALIBUR: Broken Destiny v1.11.3 2022-08-22 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316352
SOULCALIBUR: Broken Destiny v1.11.3 2022-08-22 sceKernelLoadModule: unsupported options size=00000014, flags=08987780, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.13.1 2022-08-20 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10457DATA/SOUL.BD, 09f9a140, 00000002)
SOULCALIBUR: Broken Destiny v1.12.3 2022-08-08 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0417b000 offset: 0 (256x16 stride 256, CLUT16)
SOULCALIBUR: Broken Destiny v1.12.3 2022-08-11 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=3 IDX=1 MC=8
SOULCALIBUR: Broken Destiny v1.12.3 2022-08-11 An uneaten prefix at end of block: 08a0d770
SOULCALIBUR: Broken Destiny v1.12.3 2022-08-08 80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first
SOULCALIBUR: Broken Destiny v1.13.2 2023-03-05 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.13.2 2023-03-05 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.13.1 2022-08-04 sceUtilityOskInitStart: invalid status
SOULCALIBUR: Broken Destiny v1.13.1 2022-09-06 Using texture with rendered CLUT: texfmt=5, clutfmt=3
SOULCALIBUR: Broken Destiny v1.13.1 2022-08-02 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04120000 offset: 0 (256x128 stride 256, 5551): [C:04110000/256 Z:00000000/0 X:0 Y:128 reint: false] [C:04120000/256 Z:04110000/512 X:0 Y:0 reint: false]
SOULCALIBUR: Broken Destiny v1.10.3 2022-07-11 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228644, firstSym=082284c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228654, firstSym=082284e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228658, firstSym=082284e8, varData=00000000, extra=00000000
SOULCALIBUR: Broken Destiny v1.10.2 2022-07-02 Failed decrypting the PRX (ret = -1, size = 3688629, psp_size = 3688976)!
SOULCALIBUR: Broken Destiny v1.12.3 2022-06-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143642516
SOULCALIBUR: Broken Destiny v1.12.3 2022-06-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143634596
SOULCALIBUR: Broken Destiny v1.12.3 2022-06-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0880defc, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.13.1 2023-05-05 sceKernelLoadModule: unsupported options size=00000014, flags=08b6fc98, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.13.1 2023-05-05 sceFontGetFontInfo(0, 9ffcb08): bad font
SOULCALIBUR: Broken Destiny v1.12.2 2022-06-08 Savedata version requested on save: 3
SOULCALIBUR: Broken Destiny v1.12.3 2022-05-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
SOULCALIBUR: Broken Destiny v1.12.3 2022-05-18 80630007=sceAtracSetData(2, 08be9680, 00002100): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.12.3 2022-05-18 80630007=sceAtracSetData(2, 08be9680, 00001e00): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.13.2 2022-10-18 Waiting thread for 20 that was already waiting for 20
SOULCALIBUR: Broken Destiny v1.12.3 2022-04-30 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:199: 'outerProduct' : no matching overloaded function found ERROR: 0:199: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 01ff1111:0000bb19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:7 Spline TessC TessT TessN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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, 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; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z); 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_
SOULCALIBUR: Broken Destiny v1.13.1 2022-12-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
SOULCALIBUR: Broken Destiny v1.13.1 2022-07-31 Unimplemented HLE function sceKernelStopUnloadSelfModule
SOULCALIBUR: Broken Destiny v1.12.3 2022-04-12 sceIoAssign(memstick:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0)
SOULCALIBUR: Broken Destiny v1.13.2 2022-10-18 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
SOULCALIBUR: Broken Destiny v1.12.3 2022-03-27 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 166232480
SOULCALIBUR: Broken Destiny v1.12.3 2022-03-27 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 158723776
SOULCALIBUR: Broken Destiny v1.12.3 2022-03-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.12.3 2022-03-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.12.3 2022-03-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146993220
SOULCALIBUR: Broken Destiny v1.12.3 2022-03-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
SOULCALIBUR: Broken Destiny v1.12.3 2022-08-14 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.12.3 2022-08-14 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.11.3 2022-02-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464
SOULCALIBUR: Broken Destiny v1.11.3 2022-02-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 408
SOULCALIBUR: Broken Destiny v1.11.3 2022-02-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524