Recent logs - Dante's Inferno™

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Game title Version Latest Report Message
Dante's Inferno™ v1.14.2 2024-03-14 UI scissor out of bounds in GameSettingsScreen: 337,0-1418,817 / 1768,816
Dante's Inferno™ v1.17 2024-02-29 A save request is already running, not starting a new one
Dante's Inferno™ v1.14.2 2023-12-28 UI scissor out of bounds in GameSettingsScreen: 479,0-1903,1080 / 2270,1080
Dante's Inferno™ v1.16.6 2023-12-09 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 r5p0-01rel0 [Revision 96995]. 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull #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)) // 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Dante's Inferno™ v1.16.6 2023-12-09 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 r5p0-01rel0 [Revision 96995]. 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull #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)) // 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } 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) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Dante's Inferno™ v1.16.6 2023-11-29 ReadFromHardware: Invalid address 2a83ec10 near PC 2a83ec10 LR 2a83ec10
Dante's Inferno™ v1.16.5 2023-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=00038800, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.17 2024-01-29 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Dante's Inferno™ v1.16.6 2023-12-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.16.6 2023-12-10 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2023-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2023-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.12.3 2023-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.12.3 2023-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.17.1 2024-03-03 Can't draw: No current render step. Step count: 0
Dante's Inferno™ v1.16.5 2023-10-06 Unimplemented HLE function sceUtilityGetNetParam
Dante's Inferno™ v1.14.2 2023-09-18 UI scissor out of bounds in GameSettingsScreen: 298,0-1211,721 / 1520,720
Dante's Inferno™ v1.16.1 2023-09-17 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000082:12180000)
Dante's Inferno™ v1.16.1 2023-09-17 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000000:12180000)
Dante's Inferno™ v1.16.1 2023-09-17 FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 0000008e:12180000)
Dante's Inferno™ v1.15.4 2023-09-11 Unaligned icache invalidation of 088655d8 (088655d8 + 0) at PC=08863584
Dante's Inferno™ v1.15.4 2023-09-08 sceKernelLoadModule: unsupported options size=00000014, flags=0892b4b0, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.15.4 2023-08-25 ReadFromHardware: Invalid address 12922e80 near PC 12922e80 LR 12922e80
Dante's Inferno™ v1.10.3 2023-08-24 Jump to invalid address: 02100000
Dante's Inferno™ v1.12.3 2023-08-13 ReadFromHardware: Invalid address 3e0a840f near PC 092ec368 LR 092ec354
Dante's Inferno™ v1.12.3 2023-08-09 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 r10p0-00rel0 [Revision 96995]. 01f15515:00000121 HWX LM 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; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal);
Dante's Inferno™ v1.12.3 2023-08-09 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 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; 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 - 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 * li
Dante's Inferno™ v1.15.4 2023-07-23 sceDmacMemcpy(dest=085c0020, src=08c012f0, size=65536): overlapping read
Dante's Inferno™ v1.12.2 2023-07-16 Jump to invalid address: 05587064
Dante's Inferno™ v1.12.2 2023-07-16 MIPSCompileOp: Invalid instruction 04440355
Dante's Inferno™ v1.12.2 2023-07-16 Jump to invalid address: 03f4764c
Dante's Inferno™ v1.12.2 2023-07-16 MIPSCompileOp: Invalid instruction 03d70294
Dante's Inferno™ v1.12.2 2023-07-16 Jump to invalid address: 020c7128
Dante's Inferno™ v1.14.2 2023-07-10 UI scissor out of bounds in GamePauseScreen: 3060,20-1200,520 / 2160,1080
Dante's Inferno™ v1.14.2 2023-07-10 UI scissor out of bounds in GamePauseScreen: 0,20-3020,520 / 2160,1080
Dante's Inferno™ v1.15.4 2023-06-14 Rendering to framebuffer offset at 04162000 +384x0 (stride 512)
Dante's Inferno™ v1.14 2023-06-02 UI scissor out of bounds in GameSettingsScreen: 297,0-1252,720 / 1476,720
Dante's Inferno™ v1.15.3 2023-05-30 00000400=sceGeEdramSetAddrTranslation(00000800)
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(2, 08d4b180, 00006730): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(3, 08d4b180, 00004000): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(3, 08d4b180, 00012e00): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(3, 08d4b180, 00004100): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(2, 08d4b180, 000060a0): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-05-03 80630007=sceAtracSetData(3, 08d4b180, 0000d800): atracID uses different codec type than data
Dante's Inferno™ v1.14.4 2023-04-22 WriteToHardware: Invalid address 0000015c near PC 089d858c LR 089d8558
Dante's Inferno™ v1.13.1 2023-03-24 Error in shader program link: info: Link failed because of missing fragment shader. fs: thin3d vs: thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; 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; }
Dante's Inferno™ v1.14.4 2023-03-23 Truncating vertex count from 37554 to 21845
Dante's Inferno™ v1.14.4 2023-03-10 Ignoring possible texturing from framebuffer at 04174000 +0x98 / 64x272
Dante's Inferno™ v1.14.4 2023-02-25 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.14.4 2023-02-25 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.14.4-615-g34e6dcb28 2023-02-22 Waiting thread for 20 that was already waiting for 20
Dante's Inferno™ v1.14.4 2023-05-25 Truncating vertex count from 22506 to 21845
Dante's Inferno™ v1.14.2 2023-02-04 UI scissor out of bounds in GameSettingsScreen: 228,0-1324,720 / 1501,720
Dante's Inferno™ v1.14.2 2023-02-04 UI scissor out of bounds in GameSettingsScreen: 179,0-1039,544 / 1178,544
Dante's Inferno™ v1.16.6 2023-12-10 00000400=sceGeEdramSetAddrTranslation(00000400)
Dante's Inferno™ v1.14.4 2023-01-22 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 r8p0-01rel0 [Revision 96995]. 01710551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull 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 >
Dante's Inferno™ v1.14.4 2023-01-22 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 r8p0-01rel0 [Revision 96995]. 01b15051:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01b15051:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull 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 >
Dante's Inferno™ v1.11.3 2023-01-13 Branch in Jump delay slot at 0800002c in block starting at 08000000
Dante's Inferno™ v1.11.3 2023-01-13 Jump to invalid address: 0b050f30
Dante's Inferno™ v1.11.3 2023-01-13 Branch in Jump delay slot at 08000028 in block starting at 08000000
Dante's Inferno™ v1.11.3 2023-01-13 Branch in Jump delay slot at 08000024 in block starting at 08000000
Dante's Inferno™ v1.11.3 2023-01-13 Jump to invalid address: 0b050e30
Dante's Inferno™ v1.11.3 2023-01-13 MIPSCompileOp: Invalid instruction 71b86d78
Dante's Inferno™ v1.11.3 2023-01-13 Jump to invalid address: 0b050d30
Dante's Inferno™ v1.11.3 2023-01-13 Branch in Jump delay slot at 08000018 in block starting at 08000000
Dante's Inferno™ v1.11.3 2023-01-13 Branch in Jump delay slot at 08000014 in block starting at 08000000
Dante's Inferno™ v1.11.3 2023-01-13 Jump to invalid address: 0b050c30
Dante's Inferno™ v1.11.3 2023-01-13 Branch in Jump delay slot at 08000010 in block starting at 08000000
Dante's Inferno™ v1.11.3 2023-01-13 Branch in Jump delay slot at 0800000c in block starting at 08000000
Dante's Inferno™ v1.11.3 2023-01-13 Jump to invalid address: 06d50c34
Dante's Inferno™ v1.11.3 2023-01-13 Branch in Jump delay slot at 08000008 in block starting at 08000000
Dante's Inferno™ v1.11.3 2023-01-13 Jump to invalid address: 0b051130
Dante's Inferno™ v1.11.3 2023-01-13 Branch in Jump delay slot at 08000004 in block starting at 08000000
Dante's Inferno™ v1.11.3 2023-01-13 Jump to invalid address: 06550c20
Dante's Inferno™ v1.11.3 2023-01-13 MIPSCompileOp: Invalid instruction 71b5c5b0
Dante's Inferno™ v1.14.1 2023-01-29 UI scissor out of bounds in GamePauseScreen: 2738,10-778,314 / 1600,720
Dante's Inferno™ v1.14.1 2023-01-29 UI scissor out of bounds in GamePauseScreen: 157,10-2555,314 / 1600,720
Dante's Inferno™ v1.11.3 2023-01-06 Unknown GetPointer 138ca830 PC 089065e0 LR 089065ec
Dante's Inferno™ v1.14.1 2023-01-02 __KernelStopThread: thread 302 does not exist (ApctlThread deleted)
Dante's Inferno™ v1.13.1 2022-12-30 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776
Dante's Inferno™ v1.14.4 2023-04-23 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
Dante's Inferno™ v1.13.2 2022-12-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 154134592
Dante's Inferno™ v1.12.2 2022-12-14 An uneaten prefix at end of block: 08ac3ba4
Dante's Inferno™ v1.13.2 2023-10-05 80020001=sceKernelCreateMutex(): invalid name
Dante's Inferno™ v1.13.2 2022-11-29 VTYPE with morph used: THRU=0 TC=1 COL=0 POS=3 NRM=1 WT=1 NW=4 IDX=0 MC=8
Dante's Inferno™ v1.13.2 2022-11-21 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0)
Dante's Inferno™ v1.13.2 2022-11-21 Unimplemented HLE function Kprintf
Dante's Inferno™ v1.13.2 2022-11-21 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
Dante's Inferno™ v1.13.2 2022-11-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1
Dante's Inferno™ v1.13.2 2022-11-21 Unsupported AND logic op: 2
Dante's Inferno™ v1.13.2 2022-11-21 Attempted invert for logic op: 8
Dante's Inferno™ v1.14.1 2023-01-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffdeec, pos=0, access=1, data=2, text=2
Dante's Inferno™ v1.10-6-g8ac4efd3c 2022-11-08 80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data
Dante's Inferno™ v1.10-6-g8ac4efd3c 2022-11-08 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
Dante's Inferno™ v1.10-6-g8ac4efd3c 2022-11-08 80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data