Recent logs - Dante's Inferno™

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Game title Version Latest Report Message
Dante's Inferno™ v1.14.4 2023-02-01 WriteToHardware: Invalid address 00000450 near PC 089d85b0 LR 089d8558
Dante's Inferno™ v1.14 2023-01-27 UI scissor out of bounds in CwCheatScreen: 528,0-1072,721 / 1600,720
Dante's Inferno™ v1.14 2023-01-27 UI scissor out of bounds in CwCheatScreen: 464,0-1072,721 / 1600,720
Dante's Inferno™ v1.14 2023-01-27 UI scissor out of bounds in MainScreen: 0,0-1174,721 / 1600,720
Dante's Inferno™ v1.12.3 2023-01-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
Dante's Inferno™ v1.12.3 2023-01-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2023-01-13 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.12.3 2023-01-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
Dante's Inferno™ v1.14.1 2023-01-09 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 r4p1-01rel0 [Revision 96995]. 01b15051:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01b15051:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 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_depthRange; 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); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * 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 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * 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) li
Dante's Inferno™ v1.14.1 2023-01-09 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 r4p1-01rel0 [Revision 96995]. 01d15501:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01d15501:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 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_depthRange; 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); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * 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 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * 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) li
Dante's Inferno™ v1.14.1 2023-01-09 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 r4p1-01rel0 [Revision 96995]. 01710551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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_depthRange; 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); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * 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 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); 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) li
Dante's Inferno™ v1.14.1 2023-01-09 UI scissor out of bounds in GameSettingsScreen: 0,64-480,662 / 800,480
Dante's Inferno™ v1.14.1 2023-01-09 UI scissor out of bounds in GameSettingsScreen: 350,0-967,288 / 800,480
Dante's Inferno™ v1.14.1 2023-01-09 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 r4p1-01rel0 [Revision 96995]. 01f11555:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:1 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f11555:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:1 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 mediump vec3 u_lightatt0; 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 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); 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 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 /
Dante's Inferno™ v1.14.4 2023-01-08 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.14.4 2023-01-08 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,933-0,7 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,855-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,777-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,699-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,621-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,543-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,465-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,387-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,309-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,231-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,153-0,74 / 1280,1024
Dante's Inferno™ v1.14 2023-01-08 UI scissor out of bounds in SavedataScreen: 1430,75-0,74 / 1280,1024
Dante's Inferno™ v1.13.2 2022-12-18 sceKernelLoadModule: unsupported options size=00000014, flags=08c03170, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.12.3 2023-01-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
Dante's Inferno™ v1.12.3 2022-12-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120
Dante's Inferno™ v1.13.2 2022-12-14 WriteToHardware: Invalid address 00000434 near PC 089c2894 LR 089c2894
Dante's Inferno™ v1.13.2 2022-12-12 WriteToHardware: Invalid address 00000450 near PC 08b317bc LR 08b323a8
Dante's Inferno™ v1.13.2 2022-12-12 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
Dante's Inferno™ v1.9.0 2022-12-05 Unknown GetPointer 12a49130 PC 089f2e7c LR 089065ec
Dante's Inferno™ v1.13.2 2022-12-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
Dante's Inferno™ v1.13.2 2022-12-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Dante's Inferno™ v1.13.2 2022-12-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
Dante's Inferno™ v1.13.2 2022-11-30 Game install with no files / data
Dante's Inferno™ v1.13.2 2022-11-26 WriteToHardware: Invalid address 00000450 near PC 08b31314 LR 08b312b8
Dante's Inferno™ v1.13.2 2022-11-16 sceKernelLoadModule: unsupported options size=00000014, flags=0882ce3c, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.13.2 2022-11-16 sceKernelLoadModule: unsupported options size=00000014, flags=09510110, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.13.1-547-g9f4a84945 2022-11-02 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2023-01-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
Dante's Inferno™ v1.12.3 2022-12-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
Dante's Inferno™ v1.12.3 2022-12-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
Dante's Inferno™ v1.12.2 2022-10-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.2 2022-10-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.12.2 2022-10-10 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
Dante's Inferno™ v1.13.2 2022-12-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628
Dante's Inferno™ v1.11.3 2022-09-29 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08b65d48
Dante's Inferno™ v1.12.3 2022-09-26 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first
Dante's Inferno™ v1.13.2 2022-12-12 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
Dante's Inferno™ v1.13.1 2022-09-07 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.13.1 2022-09-07 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.13.1 2022-08-17 sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.13.1 2022-08-17 sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.13.1 2022-08-13 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.13 2022-08-08 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
Dante's Inferno™ v1.12.3 2022-07-29 sceKernelLoadModule: unsupported options size=00000014, flags=09fbebb8, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2022-07-29 sceKernelLoadModule: unsupported options size=00000014, flags=09fbec58, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2022-07-27 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002)
Dante's Inferno™ v1.12.3 2022-07-27 sceIoChstat: change attr to 0000 requested
Dante's Inferno™ v1.13.1 2022-08-30 sceDmacMemcpy(dest=085d0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.9.4 2022-07-01 WriteToHardware: Invalid address 00000434 near PC 08b31414 LR 08b312b8
Dante's Inferno™ v1.12.3 2022-06-16 WriteToHardware: Invalid address 00000450 near PC 08b31414 LR 08b312b8
Dante's Inferno™ v1.12.3 2022-05-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2022-05-21 WriteToHardware: Invalid address 5c726aac near PC 089c2878 LR 089c3620
Dante's Inferno™ v1.12.3 2022-05-21 Loading file directly instead of using handlers: disc0:/PSP_GAME/USRDIR/MGP.PGF
Dante's Inferno™ v1.13.1 2022-09-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
Dante's Inferno™ v1.13.1 2022-09-10 Video out requested, not supported: mode=0 size=512,272
Dante's Inferno™ v1.12.3 2022-04-15 Savedata version requested on save: 3
Dante's Inferno™ v1.12.3 2022-03-19 Unknown GetPointer 1ae53b90 PC 089f2dbc LR 089065ec
Dante's Inferno™ v1.12.3 2022-03-19 Unknown GetPointer 1ae53b90 PC 089065e0 LR 089065ec
Dante's Inferno™ v1.11.3-1679-g195662497 2022-03-07 Unknown GE command : 3411430f
Dante's Inferno™ v1.11.3-1679-g195662497 2022-03-07 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040ec200 offset: 0 (512x512 stride 512, 5551)
Dante's Inferno™ v1.11.3-1679-g195662497 2022-03-07 80630006=sceAtracSetDataAndGetID(09079a00, 00001800): invalid RIFF header
Dante's Inferno™ v1.13.2 2022-11-30 sceMpegRingbufferPut(): invalid mpeg data
Dante's Inferno™ v1.11.3-1679-g195662497 2022-03-07 80630006=sceAtracSetData(3, 0983eac0, 00000762): invalid RIFF header
Dante's Inferno™ v1.11.3-1679-g195662497 2022-03-07 80630006=sceAtracSetDataAndGetID(09d2e280, 00000800): invalid RIFF header
Dante's Inferno™ v1.12.3 2022-07-29 Decoding texture from VRAM mirror at 04710000 swizzle=0
Dante's Inferno™ v1.12.3 2022-03-05 sceDmacMemcpy(dest=08600020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.12.3 2022-02-27 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2022-02-27 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.12.3 2022-03-05 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
Dante's Inferno™ v1.12.3 2022-02-18 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888)
Dante's Inferno™ v1.12.3 2022-02-12 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
Dante's Inferno™ v1.10.2 2022-02-11 Unimplemented HLE function sceKernelStopUnloadSelfModule
Dante's Inferno™ v1.12.3 2022-02-05 WriteToHardware: Invalid address 0000015c near PC 08a05a78 LR 08a059c4
Dante's Inferno™ v1.12.3 2022-01-25 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Dante's Inferno™ v1.12.3 2022-02-18 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Dante's Inferno™ v1.12.3 2022-01-18 Rendering to framebuffer offset: 04161800 +64x0
Dante's Inferno™ v1.12.3 2022-01-15 WriteToHardware: Invalid address 0000015c near PC 08b3b338 LR 08b3b0d8
Dante's Inferno™ v1.12.3 2022-01-21 GE Interrupt: newState might be 0
Dante's Inferno™ v1.12.3 2022-01-21 GE Interrupt: newState might be 7
Dante's Inferno™ v1.12.3 2022-01-21 GE Interrupt: newState might be 6
Dante's Inferno™ v1.12.3 2022-01-21 GE Interrupt: newState might be 5
Dante's Inferno™ v1.12.3 2022-01-21 GE Interrupt: newState might be 4
Dante's Inferno™ v1.12.3 2022-01-21 GE Interrupt: newState might be 3
Dante's Inferno™ v1.12.3 2021-12-29 sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=1, text=1