Recent logs - SOULCALIBUR: Broken Destiny

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Game title Version Latest Report Message
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 2022-09-29 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 v1.13.1 2022-09-03 __KernelStopThread: thread 324 does not exist
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 v1.13.1 2022-08-04 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.13.1 2022-08-04 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 2022-08-03 FBO created from existing depthbuffer as color, 04110000/00000000 and 04170000/04110000
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 v1.12.3 2022-07-20 Error in shader program link: info: Link Error: Fragment shader is missing. fs: thin3d vs: thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
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 v1.12.3 2022-07-10 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/00000000
SOULCALIBUR: Broken Destiny v1.13.1 2022-09-11 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
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 v1.12.3 2022-06-21 __KernelStopThread: thread 335 does not exist
SOULCALIBUR: Broken Destiny v1.12.3 2022-07-08 sceKernelLoadModule: unsupported options size=00000014, flags=08b6fc98, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.12.3 2022-07-08 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 2022-06-08 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec2 u_texelDelta; in vec2 v_texcoord0; in vec2 v_texcoord1; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; void main() { vec2 angle = ((v_texcoord0 * v_texcoord1) - vec2(0.25)) * 6.283185482025146484375; float yfactor = (16.0 + sin(angle.y)) * 0.0588235296308994293212890625; float xfactor = (4.0 + sin(angle.x)) * 0.20000000298023223876953125; vec2 centerCoord = floor(v_texcoord0 * v_texcoord1) + vec2(0.5); vec3 colour = pow(texture(sampler0, u_texelDelta * centerCoord).xyz, vec3(2.21000003814697265625)); colour = clamp(colour, vec3(0.0), vec3(1.0)); colour = pow(mat3(vec3(0.920000016689300537109375, 0.0350000001490116119384765625, 0.00999999977648258209228515625), vec3(0.23999999463558197021484375, 0.795000016689300537109375, 0.014999999664723873138427734375), vec3(-0.1599999964237213134765625, 0.17000000178813934326171875, 0.97500002384185791015625)) * colour, vec3(0.4545454680919647216796875)); colour *= (yfactor * xfactor); _RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(colour, 1.0); } vs: postshader #version 320 es uniform vec2 u_texelDelta; out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; out vec2 v_texcoord1; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; v_texcoord1 = vec2(1.0) / u_texelDelta; }
SOULCALIBUR: Broken Destiny v1.12.3 2022-06-08 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec2 u_texelDelta; in vec2 v_texcoord0; in vec2 v_texcoord1; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; void main() { vec2 angle = ((v_texcoord0 * v_texcoord1) - vec2(0.25)) * 6.283185482025146484375; float yfactor = (16.0 + sin(angle.y)) * 0.0588235296308994293212890625; float xfactor = (4.0 + sin(angle.x)) * 0.20000000298023223876953125; vec2 centerCoord = floor(v_texcoord0 * v_texcoord1) + vec2(0.5); vec3 colour = texture(sampler0, u_texelDelta * centerCoord).xyz; colour *= (yfactor * xfactor); _RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(colour, 1.0); } vs: postshader #version 320 es uniform vec2 u_texelDelta; out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; out vec2 v_texcoord1; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; v_texcoord1 = vec2(1.0) / u_texelDelta; }
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 v1.12.3 2022-07-06 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 v1.12.3 2022-04-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
SOULCALIBUR: Broken Destiny v1.13.1 2022-07-31 __KernelStopThread: thread 297 does not exist
SOULCALIBUR: Broken Destiny v1.13.1 2022-07-31 Unimplemented HLE function sceKernelStopUnloadSelfModule
SOULCALIBUR: Broken Destiny v1.12.3 2022-04-19 __KernelStopThread: thread 355 does not exist
SOULCALIBUR: Broken Destiny v1.12.3 2022-04-12 sceIoAssign(memstick:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0)
SOULCALIBUR: Broken Destiny v1.12.3 2022-04-06 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 v1.10.2 2022-03-24 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #ifdef GL_ES precision mediump float; #endif //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed. //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #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 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #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 0 //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 //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define MIKU 0 //Hatsune<3 this is an optional bloom filter for all those pale anime faces which get white otherwise:P tested on Miku in white dress #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /amount of bloom mixed //================ #define COLORED 1 //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 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //==
SOULCALIBUR: Broken Destiny v1.10.2 2022-03-24 Error in shader compilation: info: Compile failed. ERROR: 0:452: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:452: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:452: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:452: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:456: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:456: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:456: 'assign' : cannot convert from 'int' to '3-component vector of float' ERROR: 0:487: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:487: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:487: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:487: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:501: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:501: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:501: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:501: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:505: 'mul' : undeclared identifier ERROR: 0:505: invalid function call 17 compilation errors. No code generated. 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 wi
SOULCALIBUR: Broken Destiny v1.12.3 2022-03-14 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
SOULCALIBUR: Broken Destiny v1.7.5 2022-03-09 Error in shader program link: info: (unknown reason) fs: 00000000:0a817802 Tex LM 2x StenToAlphaDual Sten1 TFuncMod AlphaTest0 != #version 300 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if (v.a < 0.002) discard; fragColor0 = vec4(v.rgb, 1.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01ff1111:00003b19 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 #version 300 es precision highp float; 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_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x = float(num_patches.x); } if ((type.y & 1) != 0) { if (patch_pos.y <= 2) knot[0].y = 0.0; if (patch_pos.y <= 1) knot[1].y = 0.0; } if ((type.y & 2) != 0) { if (patch_pos.y >= (num_patches.y - 2)) knot[5].y = float(num_patches.y); if (patch_pos.y == (num_patches.y - 1)) knot[4].y = float(num_patches.y); } } void spline_weight(vec2 t, in vec2 knot[6], out vec2 weights[4]) { vec2 t0 = (t - knot[0]); vec2 t1 = (t - knot[1]); vec2 t2 = (t - knot[2]); vec2 f30 = t0 / (knot[3] - knot[0]); vec2 f41 = t1 / (knot[4] - knot[1]); vec2 f52 = t2 / (knot[5] - knot[2]); vec2 f31 = t1 / (knot[3] - knot[1]); vec2
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 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
SOULCALIBUR: Broken Destiny v1.12.3 2022-04-12 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
SOULCALIBUR: Broken Destiny v1.11.3 2022-02-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
SOULCALIBUR: Broken Destiny v1.11.3 2022-02-22 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
SOULCALIBUR: Broken Destiny v1.13.1 2022-09-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
SOULCALIBUR: Broken Destiny v1.12.3 2022-02-20 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10457DATA/SC5SaveData, 08cb4958, 00000002)
SOULCALIBUR: Broken Destiny v1.12.3 2022-02-20 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10457DATA/PARAM.SFO~, 08cb4958, 00000002)
SOULCALIBUR: Broken Destiny v1.11.3 2022-07-14 GE Interrupt: newState might be 4
SOULCALIBUR: Broken Destiny v1.11.3 2022-07-14 GE Interrupt: newState might be 3
SOULCALIBUR: Broken Destiny v1.11.3 2022-07-14 GE Interrupt: newState might be 7
SOULCALIBUR: Broken Destiny v1.11.3 2022-07-14 GE Interrupt: newState might be 6
SOULCALIBUR: Broken Destiny v1.11.3 2022-07-14 GE Interrupt: newState might be 5
SOULCALIBUR: Broken Destiny v1.12.3 2022-02-15 __KernelStopThread: thread 302 does not exist
SOULCALIBUR: Broken Destiny v1.11.3 2022-02-13 MIPSCompileOp: Invalid instruction 01010001
SOULCALIBUR: Broken Destiny v1.11.3 2022-02-13 Jump to invalid address: 055f4e00 PC 0959958c LR 0881b380
SOULCALIBUR: Broken Destiny v1.11.3 2022-02-13 Jump to invalid address: 055c8200 PC 09599588 LR 0881b380
SOULCALIBUR: Broken Destiny v1.11.3 2022-02-13 Jump to invalid address: 02ea6c60 PC 09599580 LR 0881b380
SOULCALIBUR: Broken Destiny v1.13.2-1317-gf12a5101e 2022-10-05 sceNetAdhocMatchingInit(32768) at 08930b4c
SOULCALIBUR: Broken Destiny v1.12.3 2022-02-07 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-31 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-26 __KernelStopThread: thread 4094 does not exist
SOULCALIBUR: Broken Destiny v1.13.1 2022-09-02 __KernelStopThread: thread 336 does not exist
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-11 Could not setup streams, unexpected stream count: 65535
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-11 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-11 sceKernelLoadModule: unsupported options size=00000014, flags=099fbec0, pos=0, access=1, data=0, text=1
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=0, text=2
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-10 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-10 sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-10 sceKernelLoadModule: unsupported options size=00000014, flags=0892b22c, pos=0, access=1, data=2, text=2
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-04 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data
SOULCALIBUR: Broken Destiny v1.13.2 2022-09-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352
SOULCALIBUR: Broken Destiny v1.13.2 2022-09-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907468
SOULCALIBUR: Broken Destiny v1.12.3 2022-01-28 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
SOULCALIBUR: Broken Destiny v1.12.3 2021-12-23 MFIC instruction hit (70020024) at 08832bd0
SOULCALIBUR: Broken Destiny v1.12.3 2021-12-23 Trying to relocate non-loaded section (null)
SOULCALIBUR: Broken Destiny v1.12.3 2022-06-26 FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/00000000
SOULCALIBUR: Broken Destiny v1.12.3 2021-12-22 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01376DATA/TEKKEN6.BIN, 09fd81d0, 00000002)
SOULCALIBUR: Broken Destiny v1.11.3 2021-12-20 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146069088
SOULCALIBUR: Broken Destiny v1.12.3 2021-12-16 __KernelStopThread: thread 308 does not exist
SOULCALIBUR: Broken Destiny v1.12.3 2022-07-16 Could not setup streams, unexpected stream count: 13414