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| Game title |
Version |
Latest Report |
Hits |
Message |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10184000:0d007002 Tex Flat FragUber StenToAlpha StenKeep TFuncMod AlphaTest !=
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10184000:0d007002 Tex Flat FragUber StenToAlpha StenKeep TFuncMod AlphaTest !=
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
flat in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
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;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) == int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = vec4(v.rgb, 0.0);
}
vs: 40000000:0000000a THR C Flat
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:0000000a THR C Flat
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 181c2806:00000000 FragUber WriteMask ReplaceBlend_6A:0_B:10_Eq:0 (fetch)
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 181c2806:00000000 FragUber WriteMask ReplaceBlend_6A:0_B:10_Eq:0 (fetch)
precision highp int;
uniform vec3 u_blendFixB;
uniform uint u_colorWriteMask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
inout vec4 fragColor0;
void main() {
lowp vec4 destColor = fragColor0;
vec4 v = v_color0;
v.rgb = v.rgb * destColor.rgb + destColor.rgb * u_blendFixB;
fragColor0 = v;
highp uint v32 = packUnorm4x8(fragColor0);
highp uint d32 = packUnorm4x8(destColor);
v32 = (v32 & u_colorWriteMask & 0x00FFFFFFu) | (d32 & (~u_colorWriteMask | 0xFF000000u));
fragColor0 = unpackUnorm4x8(v32);
}
vs: 00000000:00000002 THR
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000002 THR
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10180000:00000012 Tex FragUber TFuncAdd
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10180000:00000012 Tex FragUber TFuncAdd
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 = vec4(p.rgb + t.rgb, p.a * t.a);
v.rgb *= u_texNoAlphaMul.y;
fragColor0 = v;
}
vs: 00000000:00000920 HWX T Cull
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000920 HWX T Cull
in vec3 position;
in vec2 texcoord;
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;
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(0.0, 0.0, 1.0, 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 = u_matambientalpha;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 181c0000:00000000 FragUber WriteMask (fetch)
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 181c0000:00000000 FragUber WriteMask (fetch)
precision highp int;
uniform uint u_colorWriteMask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
inout vec4 fragColor0;
void main() {
lowp vec4 destColor = fragColor0;
vec4 v = v_color0;
fragColor0 = v;
highp uint v32 = packUnorm4x8(fragColor0);
highp uint d32 = packUnorm4x8(destColor);
v32 = (v32 & u_colorWriteMask & 0x00FFFFFFu) | (d32 & (~u_colorWriteMask | 0xFF000000u));
fragColor0 = unpackUnorm4x8(v32);
}
vs: 00000000:00000002 THR
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000002 THR
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10181d83:00000382 Tex FragUber TClampST ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10181d83:00000382 Tex FragUber TClampST ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
v.rgb = v.rgb * splat3(v.a * 2.0);
v.a *= 2.0;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:0000000a THR C
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10181d83:00000012 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncAdd
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10181d83:00000012 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncAdd
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 = vec4(p.rgb + t.rgb, p.a * t.a);
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
v.rgb = v.rgb * splat3(v.a * 2.0);
v.a *= 2.0;
fragColor0 = v;
}
vs: 00000000:00000020 Cull
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000020 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;
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_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10180000:001fd002 Tex FragUber TFuncMod AlphaTest0 > ColorTest0 !=
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10180000:001fd002 Tex FragUber TFuncMod AlphaTest0 > ColorTest0 !=
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform uint u_alphacolorref;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
uvec3 unpackUVec3(highp uint x) {
return uvec3(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu);
}
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 = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
if (v.a < 0.002) DISCARD;
if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) DISCARD;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:0000000a THR C
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10195d83:0060d002 Tex TexProj Fog Flat FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest > TestDiscardToZero
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10195d83:0060d002 Tex TexProj Fog Flat FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest > TestDiscardToZero
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
flat in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = textureProj(tex, v_texcoord);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) v.a = 0.0;
v.rgb = v.rgb * splat3(v.a * 2.0);
v.a *= 2.0;
fragColor0 = v;
}
vs: 40000000:00010020 TexProjPos UVMtx Flat Cull
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00010020 TexProjPos UVMtx Flat Cull
in vec4 position;
in highp float fog;
in vec3 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 = texcoord;
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_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10182982:00000002 Tex FragUber ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10182982:00000002 Tex FragUber ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform vec3 u_blendFixB;
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 = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
v.rgb = v.rgb * splat3(v.a * 2.0);
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:0000000a THR C
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10180000:00000000 FragUber
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10180000:00000000 FragUber
in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:0000000a THR C
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10181d83:0000d002 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest >
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10181d83:0000d002 Tex FragUber ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod AlphaTest >
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
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 = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
v.rgb = v.rgb * splat3(v.a * 2.0);
v.a *= 2.0;
fragColor0 = v;
}
vs: 00000000:00000928 HWX C T Cull
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000928 HWX C T Cull
in vec3 position;
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;
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(0.0, 0.0, 1.0, 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 = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 >
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 >
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform uint u_alphacolorref;
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;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:0000000a THR C
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10180000:00000002 Tex FragUber TFuncMod
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10180000:00000002 Tex 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: 00000000:0000000a THR C
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:0000000a THR C
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: thin3d
#version 320 es
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform sampler2D Sampler0;
void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0) * oColor0; }
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;
uniform vec2 TintSaturation;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
} |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10184000:0040001e Tex TexProj Flat FragUber TFuncUnk
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10184000:0040001e Tex TexProj Flat FragUber TFuncUnk
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
flat in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = textureProj(tex, v_texcoord);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = vec4(p.rgb + t.rgb, p.a * t.a);
v.rgb *= u_texNoAlphaMul.y;
fragColor0 = v;
}
vs: 40000000:00010d28 HWX C T RevN TexProjPos UVMtx Flat Cull
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00010d28 HWX C T RevN TexProjPos UVMtx Flat Cull
in vec3 position;
in vec2 texcoord;
in 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 lowp vec4 u_matambientalpha;
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;
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(0.0, 0.0, -1.0, 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 = u_matambientalpha;
v_color0 = color0;
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_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 00000000:00000001 Clear
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000001 Clear
in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
fragColor0 = v;
}
vs: 00000000:00040d28 HWX C T RevN Cull
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00040d28 HWX C T RevN Cull
in vec3 position;
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;
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(0.0, 0.0, -1.0, 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 = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 10182982:00000000 FragUber ReplaceBlend_2A:6_B:10_Eq:0
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10182982:00000000 FragUber ReplaceBlend_2A:6_B:10_Eq:0
uniform vec3 u_blendFixB;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
v.rgb = v.rgb * splat3(v.a * 2.0);
fragColor0 = v;
}
vs: 00000000:00000928 HWX C T Cull
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000928 HWX C T Cull
in vec3 position;
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;
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(0.0, 0.0, 1.0, 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 = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-16 |
1 |
Error in shader program link: info:
fs: 00000000:00000001 Clear
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 650 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000001 Clear
in lowp vec4 v_color0;
in mediump float v_fogdepth;
out vec4 fragColor0;
void main() {
vec4 v = v_color0;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 320 es
// Driver: Adreno (TM) 650 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:0000000a THR C
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
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 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
3 |
MIPSCompileOp: Invalid instruction 410db240 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 42e3583e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
4 |
MIPSCompileOp: Invalid instruction 410db243 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
3 |
MIPSCompileOp: Invalid instruction 42e5335c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
3 |
MIPSCompileOp: Invalid instruction 40203f63 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
4 |
MIPSCompileOp: Invalid instruction 413570dc |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 4124f14b |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
3 |
MIPSCompileOp: Invalid instruction 407eb1bd |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction b21c4438 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction b1b54b31 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
4 |
MIPSCompileOp: Invalid instruction 407eb1a5 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction 4122e306 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction 411a0ce2 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
4 |
MIPSCompileOp: Invalid instruction 40203f59 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
4 |
MIPSCompileOp: Invalid instruction 413570ed |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 42e358a8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction b1f97752 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 42fabafe |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction b21c4443 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 40af4ccb |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction b1585d71 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 40d1a244 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction b21b928b |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction b1f97767 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction b162cace |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 410f487f |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 413c7461 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 42e85228 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction 42f42acf |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 4120f23b |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction 42e42b2a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction 42e358a6 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 411a726b |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction 40d1a273 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction b1b54aff |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
2 |
MIPSCompileOp: Invalid instruction 40e445a7 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18 |
2025-05-15 |
1 |
WriteToHardware: Invalid address 11f6ee20 near PC 0880de70 LR 0880de08 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
WriteToHardware: Invalid address aeeb51dc near PC 0880dcc8 LR 0880dcc8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-15 |
1 |
MIPSCompileOp: Invalid instruction 4c77cc78 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2025-05-15 |
1 |
WriteToHardware: Invalid address bf777de4 near PC 089adbb4 LR 089adbb4 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-14 |
1 |
MIPSCompileOp: Invalid instruction 419eb887 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-14 |
1 |
WriteToHardware: Invalid address 3747d484 near PC 08902b8c LR 08902b9c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1-1723-ge9ac447b86 |
2025-05-14 |
1 |
WriteToHardware: Invalid address 006bc000 near PC 0883c798 LR 0883c798 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-13 |
1 |
WriteToHardware: Invalid address dead652f near PC 0883cda0 LR 0883c7a8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-13 |
1 |
WriteToHardware: Invalid address 11e29570 near PC 0880de60 LR 0880de08 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1-1284-g9703a57c94 |
2025-05-13 |
1 |
WriteToHardware: Invalid address 0e78f380 near PC 08832b70 LR 08832b70 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
Branch in branch delay slot at 0962f280 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
Branch in branch delay slot at 0962f308 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
Branch in branch delay slot at 0962f300 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
Branch in branch delay slot at 0962f288 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.12.3 |
2025-05-12 |
1 |
WriteToHardware: Invalid address c1abb264 near PC 0880dcc8 LR 0880dcc8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
WriteToHardware: Invalid address 1506e1b4 near PC 0880dcc8 LR 0880dcc8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e641 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e416 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e1eb |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e10d |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711dafb |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e02f |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e78e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e6b0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e09e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e17c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e71f |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711dfc0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e4f4 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e3a7 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e2c9 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e338 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e5d2 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e25a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711dc48 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711dcb7 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e485 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711dd95 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711de04 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e563 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711db6a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711e7fd |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711dbd9 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711da8c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711dd26 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-12 |
1 |
MIPSCompileOp: Invalid instruction 4711df51 |