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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 |