Recent logs - Dante's Inferno™

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Game title Version Latest Report Message
Dante's Inferno™ v1.13.2 2023-05-12 FBO created from existing depthbuffer as color, 04000000/00000000 and 04020000/04000000
Dante's Inferno™ v1.13.2 2023-05-12 FBO created from existing depthbuffer as color, 04000000/00000000 and 04170000/04000000
Dante's Inferno™ v1.13.2 2023-05-12 FBO created from existing depthbuffer as color, 04000000/00000000 and 0404c000/04000000
Dante's Inferno™ v1.13.2 2023-05-12 FBO created from existing depthbuffer as color, 04000000/00000000 and 040d4000/04000000
Dante's Inferno™ v1.13.2 2023-05-12 FBO using existing buffer as depthbuffer, 04170000/04000000 and 04000000/00000000
Dante's Inferno™ v1.14.4 2023-05-04 WriteToHardware: Invalid address 00000450 near PC 092ef71c LR 092f0f2c
Dante's Inferno™ v1.14.4 2023-05-04 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Dante's Inferno™ v1.14.4 2023-05-04 00000400=sceGeEdramSetAddrTranslation(00000800)
Dante's Inferno™ v1.15 2023-05-02 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 330 #extension GL_ARB_shader_stencil_export : require // Driver: ATI Radeon HD 4200 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
Dante's Inferno™ v1.14.4 2023-05-05 Truncating vertex count from 25584 to 21845
Dante's Inferno™ v1.14.4 2023-04-25 WriteToHardware: Invalid address 000004e4 near PC 089d8540 LR 089c2894
Dante's Inferno™ v1.14.4 2023-04-19 Truncating vertex count from 22506 to 21845
Dante's Inferno™ v1.14.1 2023-04-10 UI scissor out of bounds in MainScreen: 72,0-1078,721 / 1512,720
Dante's Inferno™ v1.14.1 2023-04-08 UI scissor out of bounds in GameSettingsScreen: 310,0-1191,721 / 1512,720
Dante's Inferno™ v1.11.3 2023-04-04 Jump to invalid address: 03817238
Dante's Inferno™ v1.11.3 2023-04-04 MIPSCompileOp: Invalid instruction 4e8c22b9
Dante's Inferno™ v1.11.3 2023-04-04 Branch in Jump delay slot at 09062830 in block starting at 090627b0
Dante's Inferno™ v1.11.3 2023-04-01 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]. 01f15515:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: 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 mediump vec3 u_lightatt0; 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 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; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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 - 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 * 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * 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_
Dante's Inferno™ v1.14 2023-03-26 UI scissor out of bounds in GameSettingsScreen: 390,0-1752,1083 / 1088,544
Dante's Inferno™ v1.14 2023-03-26 UI scissor out of bounds in GameSettingsScreen: 196,0-950,544 / 1088,544
Dante's Inferno™ v1.14.4 2023-03-25 Waiting thread for 20 that was already waiting for 20
Dante's Inferno™ v1.14.4 2023-03-25 sceKernelCreateThread(name=system): unsupported attributes 00000006
Dante's Inferno™ v1.14.4 2023-03-19 Unknown GetPointer 00000000 PC 00000000 LR 08b65d48
Dante's Inferno™ v1.14.4 2023-03-15 WriteToHardware: Invalid address 00000450 near PC 08b3bb18 LR 08b3234c
Dante's Inferno™ v1.14.4 2023-03-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.9.0 2023-03-09 ReadFromHardware: Invalid address 00000937 near PC 00000937 LR 00000937
Dante's Inferno™ v1.9.3-80-g73bf6098e 2023-02-23 __KernelStopThread: thread 330 does not exist
Dante's Inferno™ v1.9.3-80-g73bf6098e 2023-02-23 __KernelStopThread: thread 2223 does not exist
Dante's Inferno™ v1.14 2023-02-13 UI scissor out of bounds in GameSettingsScreen: 333,0-1174,720 / 1424,720
Dante's Inferno™ v1.14.4 2023-02-09 WriteToHardware: Invalid address 00000434 near PC 08b33c3c LR 08b31240
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™ v1.14.4 2023-05-06 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™ v1.14.4 2023-03-25 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™ v1.14.4 2023-03-19 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