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Game title |
Version |
Latest Report |
Message |
Dante's Inferno™ |
v1.10.3 |
2023-06-01 |
sceKernelCreateThread(name=update_thread): unsupported attributes a0000000 |
Dante's Inferno™ |
v1.10.3 |
2023-06-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.10.3 |
2023-06-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.13.2 |
2023-06-01 |
MIPSCompileOp: Invalid instruction 45296f45 |
Dante's Inferno™ |
v1.15.3 |
2023-05-22 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a19e60 |
Dante's Inferno™ |
v1.15.3-50-g91f5a27fb |
2023-05-22 |
__KernelStopThread: thread 302 does not exist (ApctlThread deleted) |
Dante's Inferno™ |
v1.15.2 |
2023-05-18 |
__KernelStopThread: thread 318 does not exist (ApctlThread deleted) |
Dante's Inferno™ |
v1.14.1 |
2023-05-07 |
UI scissor out of bounds in SavedataScreen: 595,116-0,38 / 550,272 |
Dante's Inferno™ |
v1.14.1 |
2023-05-07 |
UI scissor out of bounds in SavedataScreen: 595,77-0,38 / 550,272 |
Dante's Inferno™ |
v1.14.1 |
2023-05-07 |
UI scissor out of bounds in SavedataScreen: 595,37-0,38 / 550,272 |
Dante's Inferno™ |
v1.14.1 |
2023-05-07 |
UI scissor out of bounds in SavedataScreen: 625,116-0,38 / 550,272 |
Dante's Inferno™ |
v1.14.1 |
2023-05-07 |
UI scissor out of bounds in SavedataScreen: 625,77-0,38 / 550,272 |
Dante's Inferno™ |
v1.14.1 |
2023-05-07 |
UI scissor out of bounds in SavedataScreen: 625,37-0,38 / 550,272 |
Dante's Inferno™ |
v1.14.1 |
2023-05-07 |
UI scissor out of bounds in GameSettingsScreen: 112,0-467,272 / 550,272 |
Dante's Inferno™ |
v1.14.4 |
2023-05-06 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Dante's Inferno™ |
v1.14.4 |
2023-04-19 |
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 r9p0-01rel0 [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-470 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 |
2023-04-15 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
Dante's Inferno™ |
v1.14.4 |
2023-04-15 |
MPEG user data found |
Dante's Inferno™ |
v1.14.4 |
2023-04-03 |
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 r4p0-00rel0 [Revision 96995].
01f11555:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 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))
// 01f11555:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:1 Cull
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 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 float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
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 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (l |
Dante's Inferno™ |
v1.14.4 |
2023-04-03 |
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 r4p0-00rel0 [Revision 96995].
01710155:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 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))
// 01710155:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:1 Cull
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 mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
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 float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
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;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + |
Dante's Inferno™ |
v1.14.4 |
2023-04-03 |
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 r4p0-00rel0 [Revision 96995].
01b11055:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 3: c:1 t:0 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))
// 01b11055:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 3: c:1 t:0 MatUp:1 Cull
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 mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
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 float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
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_lightpos3;
ldot = dot(toLight, worldnormal);
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)
lightSum1 += u_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + |
Dante's Inferno™ |
v1.14.4 |
2023-03-29 |
sceDmacMemcpy(dest=08440020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.14.4 |
2023-03-28 |
Using texture with dynamic CLUT: texfmt=5, clutfmt=3 |
Dante's Inferno™ |
v1.14 |
2023-03-21 |
UI scissor out of bounds in GameSettingsScreen: 400,0-1434,816 / 1749,816 |
Dante's Inferno™ |
v1.14 |
2023-03-21 |
UI scissor out of bounds in GameSettingsScreen: 353,0-1266,720 / 1544,720 |
Dante's Inferno™ |
v1.14.4 |
2023-03-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1 |
Dante's Inferno™ |
v1.14.4 |
2023-03-17 |
Truncating vertex count from 22506 to 21845 |
Dante's Inferno™ |
v1.14.4 |
2023-03-16 |
Truncating vertex count from 29022 to 21845 |
Dante's Inferno™ |
v1.13.2 |
2023-02-24 |
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].
01f11555:00000b39 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 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 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 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;
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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} e |
Dante's Inferno™ |
v1.14 |
2023-02-14 |
UI scissor out of bounds in MainScreen: 0,0-1221,817 / 1632,816 |
Dante's Inferno™ |
v1.14.2 |
2023-02-12 |
UI scissor out of bounds in GameSettingsScreen: 328,0-1260,720 / 1518,720 |
Dante's Inferno™ |
v1.14.4 |
2023-02-09 |
Jump to invalid address: 07807010 |
Dante's Inferno™ |
v1.14.4 |
2023-02-09 |
Branch in Jump delay slot at 09e01990 in block starting at 09e0193c |
Dante's Inferno™ |
v1.14.4 |
2023-02-09 |
Jump to invalid address: 032751f4 |
Dante's Inferno™ |
v1.14.4 |
2023-02-09 |
MIPSCompileOp: Invalid instruction 00044814 |
Dante's Inferno™ |
v1.14.4 |
2023-02-09 |
Jump to invalid address: 03572740 |
Dante's Inferno™ |
v1.14.4 |
2023-02-09 |
MIPSCompileOp: Invalid instruction 00000028 |
Dante's Inferno™ |
v1.14.4 |
2023-02-09 |
MIPSCompileOp: Invalid instruction 00000005 |
Dante's Inferno™ |
v1.14.4 |
2023-02-09 |
Jump to invalid address: 07806760 |
Dante's Inferno™ |
v1.14 |
2023-02-02 |
UI scissor out of bounds in GameSettingsScreen: 362,0-1447,816 / 1722,816 |
Dante's Inferno™ |
v1.14.4 |
2023-01-30 |
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].
01b15051:00000b39 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-400 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 > 0.0 |
Dante's Inferno™ |
v1.14.4 |
2023-01-30 |
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].
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-400 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 > 0.0 |
Dante's Inferno™ |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in GameSettingsScreen: 28,214-340,3566 / 816,1813 |
Dante's Inferno™ |
v1.14.2 |
2023-01-27 |
UI scissor out of bounds in GameSettingsScreen: 705,28-3291,340 / 1813,816 |
Dante's Inferno™ |
v1.14.1 |
2023-01-25 |
UI scissor out of bounds in SavedataScreen: 1110,387-0,73 / 960,544 |
Dante's Inferno™ |
v1.14.1 |
2023-01-25 |
UI scissor out of bounds in SavedataScreen: 1110,309-0,74 / 960,544 |
Dante's Inferno™ |
v1.14.1 |
2023-01-25 |
UI scissor out of bounds in SavedataScreen: 1110,231-0,74 / 960,544 |
Dante's Inferno™ |
v1.14.1 |
2023-01-25 |
UI scissor out of bounds in SavedataScreen: 1110,153-0,74 / 960,544 |
Dante's Inferno™ |
v1.14.1 |
2023-01-25 |
UI scissor out of bounds in SavedataScreen: 1110,75-0,74 / 960,544 |
Dante's Inferno™ |
v1.14.2 |
2023-01-24 |
UI scissor out of bounds in GameSettingsScreen: 134,0-501,272 / 604,272 |
Dante's Inferno™ |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1176,714 |
Dante's Inferno™ |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1138,668 / 1168,668 |
Dante's Inferno™ |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1168,668 |
Dante's Inferno™ |
v1.14.2 |
2023-01-14 |
Attempting to texture from current render target (src=04162000 / target=04162000 / flags=7), making a copy |
Dante's Inferno™ |
v1.14.2 |
2023-01-14 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
Dante's Inferno™ |
v1.13.2 |
2023-01-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.14.1 |
2023-01-12 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 1144,668 |
Dante's Inferno™ |
v1.14.1 |
2023-01-12 |
UI scissor out of bounds in GamePauseScreen: 0,20-1041,748 / 1144,668 |
Dante's Inferno™ |
v1.14.1 |
2023-01-12 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 1136,668 |
Dante's Inferno™ |
v1.14.1 |
2023-01-12 |
UI scissor out of bounds in GamePauseScreen: 0,20-1041,748 / 1136,668 |
Dante's Inferno™ |
v1.12.3 |
2023-01-07 |
MIPSCompileOp: Invalid instruction 7e3600fc |
Dante's Inferno™ |
v1.12.3 |
2023-01-07 |
MIPSCompileOp: Invalid instruction 7d7c00fc |
Dante's Inferno™ |
v1.12.3 |
2023-01-07 |
MIPSCompileOp: Invalid instruction 7f7fffee |
Dante's Inferno™ |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in GameSettingsScreen: 636,0-2382,1441 / 3040,1440 |
Dante's Inferno™ |
v1.14.1 |
2023-01-04 |
UI scissor out of bounds in GameSettingsScreen: 342,0-1365,817 / 1720,816 |
Dante's Inferno™ |
v1.14.1 |
2023-01-07 |
UI scissor out of bounds in GameSettingsScreen: 342,0-1458,817 / 1813,816 |
Dante's Inferno™ |
v1.14.1 |
2023-01-04 |
UI scissor out of bounds in MainScreen: 72,0-1330,817 / 1813,816 |
Dante's Inferno™ |
v1.14.1 |
2023-01-09 |
UI scissor out of bounds in GameSettingsScreen: 302,0-1287,721 / 1600,720 |
Dante's Inferno™ |
v1.13.2 |
2022-12-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=bab9b8b7, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.13.2 |
2022-12-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=cccbcac9, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.5.4-956-ga3bbe8791 |
2022-12-28 |
Render to area containing texture at 00162000 +256x0 |
Dante's Inferno™ |
v1.5.4-956-ga3bbe8791 |
2022-12-28 |
Ignoring possible render to texture at 00161800 +0x64 / 480x272 |
Dante's Inferno™ |
v1.5.4-956-ga3bbe8791 |
2022-12-28 |
Rendering to framebuffer offset: 00161800 +64x0 |
Dante's Inferno™ |
v1.14.1 |
2022-12-27 |
MIPSCompileOp: Invalid instruction 06dc0303 |
Dante's Inferno™ |
v1.14.1 |
2022-12-27 |
Jump to invalid address: 02f79d00 |
Dante's Inferno™ |
v1.14.1 |
2022-12-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a92c, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.12.3 |
2022-12-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.12.3 |
2022-12-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148119992 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167444480 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145463692 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146507860 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328 |
Dante's Inferno™ |
v1.13.2 |
2022-12-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145983520 |
Dante's Inferno™ |
v1.13.2 |
2022-12-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145972200 |
Dante's Inferno™ |
v1.13.2 |
2022-12-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f624, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.13.2 |
2023-01-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.13.2 |
2022-12-08 |
Branch in Jump delay slot at 092f9720 in block starting at 092f9720 |
Dante's Inferno™ |
v1.13.2 |
2022-12-08 |
Jump to invalid address: 02307000 |
Dante's Inferno™ |
v1.13.2 |
2022-12-05 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146538036 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146728056 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146720128 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 4259907 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598036 |
Dante's Inferno™ |
v1.13.2 |
2022-12-18 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148111360 |
Dante's Inferno™ |
v1.13.2 |
2022-10-18 |
Branch in Jump delay slot at 08bfdcf0 in block starting at 08bfdcf0 |