Recent logs - Dante's Inferno™

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Game title Version Latest Report Message
Dante's Inferno™ v1.12.3 2021-12-15 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464
Dante's Inferno™ v1.12.3 2021-12-15 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
Dante's Inferno™ v1.12.3 2021-12-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
Dante's Inferno™ v1.12.3 2021-12-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Dante's Inferno™ v1.12.3 2021-12-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
Dante's Inferno™ v1.12.3 2021-12-15 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2021-11-28 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 r10p0-00rel0 [Revision 96995]. 01710551:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 mediump vec3 u_lightatt1; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_tex
Dante's Inferno™ v1.12.3 2021-11-28 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 r10p0-00rel0 [Revision 96995]. 01b15051:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_tex
Dante's Inferno™ v1.12.3 2021-11-28 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 r10p0-00rel0 [Revision 96995]. 01d15501:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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_lightpos2; uniform mediump vec3 u_lightatt2; 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_tex
Dante's Inferno™ v1.11.3 2021-10-05 Unimplemented HLE function sceKernelStopUnloadSelfModule
Dante's Inferno™ v1.11.3 2021-10-05 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Dante's Inferno™ v1.11.3 2021-10-05 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Dante's Inferno™ v1.11.3 2021-10-05 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Dante's Inferno™ v1.11.3 2021-10-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Dante's Inferno™ v1.11.3 2021-10-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.11.3 2021-08-26 sceDmacMemcpy(dest=08650020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.11.2-15-g3b52357d9 2021-05-13 Branch in RSRTComp delay slot at 092ea278 in block starting at 092ea270
Dante's Inferno™ v1.11.3 2021-04-12 sceDmacMemcpy(dest=086e00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.11.3 2021-04-08 sceDmacMemcpy(dest=08440020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.11.3 2021-04-11 sceDmacMemcpy(dest=084a0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.11.2 2021-03-08 sceDmacMemcpy(dest=084d0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.10.2 2020-11-18 sceDmacMemcpy(dest=086500a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.11.3 2021-04-10 sceDmacMemcpy(dest=086a00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.11.3 2021-08-04 sceDmacMemcpy(dest=086b00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.10.2 2020-07-17 sceDmacMemcpy(dest=086f00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-06-17 sceDmacMemcpy(dest=086800a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-02-03 sceDmacMemcpy(dest=08520020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2021-03-08 sceDmacMemcpy(dest=08410020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2020-07-03 sceDmacMemcpy(dest=08660020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2021-10-14 sceDmacMemcpy(dest=086600a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2021-08-21 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Dante's Inferno™ v1.8.0 2021-08-31 sceDmacMemcpy(dest=086400a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-06-30 sceDmacMemcpy(dest=08670020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2021-08-12 sceDmacMemcpy(dest=086c00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2019-04-27 GL ran out of GPU memory; switching to low memory mode
Dante's Inferno™ v1.9.4 2021-11-20 sceDmacMemcpy(dest=086000a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2021-06-20 Unknown GetPointer 00000000 PC 089d8514 LR 089d8514
Dante's Inferno™ v1.7.4 2020-11-18 sceDmacMemcpy(dest=08620020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2021-10-11 sceDmacMemcpy(dest=086100a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.6.3 2018-08-02 sceDmacMemcpy(dest=08590020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2021-08-15 sceDmacMemcpy(dest=086300a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.8.0 2021-10-14 sceDmacMemcpy(dest=086200a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2021-09-03 sceDmacMemcpy(dest=08400020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2021-04-14 sceDmacMemcpy(dest=086900a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.1 2019-12-08 Attempting to texture from target (src=00110000 / target=00110000 / flags=7)
Dante's Inferno™ v1.9.4 2021-04-14 sceDmacMemcpy(dest=086700a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2022-01-25 Video out requested, not supported: mode=0 size=0,0
Dante's Inferno™ v0.9.9.1-1580-gbbcd2b2 2015-01-20 sceDmacMemcpy(dest=086500a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1580-gbbcd2b2 2015-01-20 sceDmacMemcpy(dest=086c00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1503-gc250074 2015-01-18 sceDmacMemcpy(dest=086f00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1582-g08eaa6e 2015-01-21 sceDmacMemcpy(dest=086a00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1582-g08eaa6e 2015-01-21 sceDmacMemcpy(dest=086600a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1503-gc250074 2015-01-18 sceDmacMemcpy(dest=086e00a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1580-gbbcd2b2 2015-01-20 sceDmacMemcpy(dest=086400a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1580-gbbcd2b2 2015-01-20 sceDmacMemcpy(dest=086300a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1576-g4100163 2015-01-20 sceDmacMemcpy(dest=086100a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1582-g08eaa6e 2015-01-21 sceDmacMemcpy(dest=086200a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1580-gbbcd2b2 2015-01-20 sceDmacMemcpy(dest=086800a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1580-gbbcd2b2 2015-01-20 sceDmacMemcpy(dest=086000a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.7.5 2021-05-06 Render to area containing texture at 00110000 +256x0
Dante's Inferno™ v0.9.9.1-1503-gc250074 2015-01-18 sceDmacMemcpy(dest=086900a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v0.9.9.1-1582-g08eaa6e 2015-01-21 sceDmacMemcpy(dest=086700a0, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2022-01-25 Render to area containing texture at 04110000 +256x0
Dante's Inferno™ v0.9.9.1-1582-g08eaa6e 2015-01-21 sceDmacMemcpy(dest=08400020, src=08c012f0, size=65536): overlapping read